Wildstar NDA lifted

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shintakie10

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As of today, the NDA on Wildstar was lifted as well as us being given a solid release date of June 3.

So, lets talk Wildstar!

As a person who has been in a few beta weekends and has been able to play the game whenever on my SO's full beta account I honestly can't stop gushing about this game. The looks, the feel, the classes, the races. Its almost exactly what I want out of an MMO and most definitely has me hooked until WoW can release its new expansion sometime in the next year. Still might play both dependin on how well Wildstar can roll out the content.

The aesthetic is absolutely gorgeous. Obviously some people will complain about the cartoony nature of Wildstar, but these people are wrong and dumb. The look and feel of the characters is absolutely amazin and everythin meshes perfectly with the rest of the world. The first time I was on my engineer and saw the adorable little happy face on my bots turn into the most horrifyin angry face ever I just fell in love. On top of that, because Wildstar didn't go with the ESO route of realistic graphics it'll still be beautiful to look at in 5-10 years. Example! Look at LotRO. At the time it was the tippy top of MMO graphics and they were proud of that fact. Now it looks like meh compared to games that have come out in the last few years. WoW on the other hand still looks great as long as you don't get too close to the scenery.

Back to Wildstar talk! The movement mechanics are really solid. Dashin is simple. Double jump is an absolute joy to the point that I actually get sad when I go to other games and can't double jump like a madman. It also plays really well into the exploration mechanics of just wanderin around and findin things to do, whether it be quests or path related things, or literally nothin other than seein if you can get up to that really big rock (you generally can).

Combat is an absolute joy as well. Attacks feel like they have weight to them. The telegraph system means that whether you hit a shot or not is entirely dependent on how well you can aim which is actually really nice comin from a WoW background. They do have a system involved that will center your attack on a target when you hit the button for people who can't aim too well, but it only works on the button click so if things get out of the telegraph before it finishes you have to reaim it before it fires or you miss.

On top of that, combat against npcs is actually fun as npcs have their own telegraphs that you really need to get out of or it really hurts. Normal attacks from npcs don't really do much other than tickle, but telegraphs were specifically buffed to make combat be more than just you standin in one place tankin the damage. You have to move and you have to actively pay attention to the telegraphs on the ground and use your dodge rolls well, which also means you need to be careful to not accidentally pull more than you intended to by rollin into somethin else while in combat. You would not believe some of the ridiculous pulls the SO and I had by sheer accident because we kept accidentally hittin somethin else while in combat then rolled into another pack because we weren't payin attention to where we were standin.

The path system is also quite interestin, though it isn't quite what I expected either unfortunately. At first I thought it was an alternative leveling experience, but its actually more like a secondary leveling experience. My main character I played was a Settler which has you wandering around the world picking up supplies like crystals and little rod things and goin back to supply depots to build buildings that give buffs to any player that clicks on them. Stuff like movement speed, health regeneration, stat buffs, etc. I was terribly drawn to it for whatever reason, but to be honest there wasn't much to it other than pickin stuff up and puttin stuff away. The buildings also only last a small amount of time, but other Settlers can add to it to give them more time. I think one of the starting area ones we had up to 12 hours at one point, which was pretty hilarious.

The other paths are most definitely more engaging than the Settler path, though not nearly as useful sadly.

The explorer path gives you little beacons you need to find that give you the general area you need to go to, then you basically need to figure it out from there where to go, generally its up. Its all quite fun, and there is always some nice buff you can get and others can get at the end of it, but its unfortunately doesn't last too long. It does have the nice benefit of showin you pretty much every little nook and cranny of the world though, and you get some really nice views out of the deal.

The Scientist path gives you this adorable little bot that you can name and customize (eventually) that scans things for you and gives you little blurbs about the world, as well as the usual useful buffs. Its great for the lore buffs, but not my cup of tea.

The Soldier path has you goin to things called holdouts and fightin mobs. Thats...about it as far as I can tell. They're fun and all and it does great really hectic when you start gettin to later waves because bigger packs come out over time, but yeah...also not my cup of tea.

Quest design is pretty standard fare for MMO's. Go here, kill some things, use weird item that does weird thing to weird mob. The one thing that sets it apart are the random challenges that pop up in the world. Some are just kill x amount of mobs in the time period, but others have you doing extra things that you normally wouldnt bother with except for funsies. At one point I got poisoned by a spider that made the edge of my screen glow green and my character to turn kinda green. A challenge then popped up where I had to pick up this weird gold residue that I could only see while poisoned. The poison doesnt last very long though so you had to engage a mob, let it live long enough for you to get poisoned, kill it, then frantically try to find the gold residue on the ground. Another challenge made me have to jump on these geysers so they could launch you in the air. Another one had me in an area where you could jump a lot higher and you were supposed to jump through as many of these floaty blue crystals as you could within a time limit. Fun little things that were a really nice change of pace from all the killin. Beating a challenge gave you a nice chunk of xp and a random thing between an item, some craftin mats, a bigger bag, or other random stuff. You wont level specifically off challenges

End game looks solid, though I didn't get a chance to try it out. I also am sad to say I never got a chance to test out adventures, but those look really interestin as well. If any of you have played scenarios in WoW they're kind of like that, except there are branching paths you can take with tons of variation between each path, between enemy compositions to different environments and rewards. Looks like fun and I really hope to try it out next beta weekend.

Complaints are few and far between honestly. The class restrictions are kinda bull, but they've outright stated that they don't think they like the idea of them either and would like to make it so any race can play any class in the future, but that might be a ways out since they'd have to do animations for every class/race combination which could take a while. The lack of any body sliders is a minor nitpick, but they've also said they plan to add those in some time after launch as well so that's a moot point for me. I also wish stats were a bit more intuitive. They have adorable names like Moxie, but there's not really any way to see what your primary stat is without lookin it up online. Part of that's because I'm used to WoW that just outright states "Hey, this is your stat and this is how much hit you need to not miss" but it still feels a bit wonky to have to look things up outside of the game.

All in all though, very excited for this and I can't wait to see how it all turns out.
 

Zhukov

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Dec 29, 2009
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Wildstar.... Wildstar... would that perchance be the cartoony game with the really charming trailers that I keep running into?

*checks*

Why yes, yes it is.

So turns out it's an MMO huh? Well, that's... that's a thing.

Well, I guess the first question that need to be asked is what exactly is the payment model.

As for gameplay and combat, I'll have to watch some videos. I've heard the whole "No really, it's skill based action-y gameplay and not at all like WoW" spiel before, only to watch a gameplay vid and see yet another parade of overdressed, poorly animated buffoons auto-attacking and ability-hotbarring 3/15 mobs to death while obscured by excessive particle effects.
 

BloatedGuppy

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Zhukov said:
Well, I guess the first question that need to be asked is what exactly is the payment model.
Box fee + Sub fee with the option of paying the sub with in-game currency. Identical to EVE's CREDD model.

I've been in beta since November. Some stuff...

THE GOOD

1. "WoW-like graphics" undersell the game. The game has a very slick, stylized "Saturday Morning Cartoon" aesthetic that is quite pretty, and looks particularly nice in open outdoor areas. It can get a tad busy indoors.
2. The 5 man dungeon content is really strong. There's a huge focus on mobility and the boss fights are well tuned. I fought the first dungeon boss probably a dozen times (with quite a few wipes) and ended each fight smiling wide.
3. Housing, although a bit half-baked compared to what has been advertised, is still better implemented here than the vast majority of post UO MMOs.
4. Movement feels smooth and responsive. This is a major issue with a lot of MMOs, and a major feature of WoW that oft gets glossed over.
5. The game is fairly content-dense and features a (mostly) seamless world without a lot of zone lines. It's clearly aimed at MMO fans, with a full feature set of popular MMO activities.

THE BAD

1. Questing is anachronistic as hell. They heavily advertised their "Paths" system as letting you choose how you most like to play MMOs, but all it really does is segment away 75% of the unique/off-beat quest material from any single character, leaving the remaining quests kill/fetch/click heavy. They also decided to go with "twitter style" quest text, meaning there's virtually no context for anything you're doing. It's dull, and without a doubt the #1 complaint amongst beta testers. It's also unfixable this late in the development cycle.
2. The constant-movement action-combat can be a bit of a wrist killer. The LAS is also presently not super well balanced, so class "roles" and even classes themselves all feel a bit...samey. Circle strafe, drop your rotation, repeat.
3. The game is buggy as hell still. The UI is still 80% placeholder and a lot of sound assets are missing. They're going to be in tough just to get the game in a stable state before shipping in June.

I LIKE MMOS! WILL I LIKE WILDSTAR?

Maybe. It's aimed directly at the pleasure center of MMO fans, and in a lot of ways is an aggressive throwback. The dull circa-2004 questing is going to raise a lot of ire, but it might make up for it if the end game is as robustly attended to as promised. The game has a very "meta gamey" feel to it, where you're doing things because you're a dude playing an MMO and this is what dudes that play MMOs do, as opposed to in-game story reasons, which...if they exist...are under-communicated to such an extreme as to be laughable.

I LIKE STORY BASED CRPGS AND HATE TRADITIONAL MMOS. WILL I LIKE WILDSTAR?

NO

WHICH IS BETTER THE ELDER SCROLLS ONLINE OR WILDSTAR?

Wildstar is a vastly superior MMO to TESO, and TESO is a vastly superior single player story game. However, TESO pales significantly to its obvious comparables (the single player Elder Scrolls games) whereas Wildstar is acceptably in the mix with its contemporaries.

VERDICT

Still in beta, but Wildstar looks primed to be a niche game for people longing for an old school, slightly grindy, end-game heavy MMO. It has virtually no chance of being "The next big thing". Everquest Next now assumes the position of Great Hope for the genre.
 

Alfador_VII

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I've played it a bit myself, and it's not even the same league as ESO, it feels like WoW in many ways, while still being distinctly different, especially in the combat system, with movement rather than just standing and going through a rotation. It does show promising signs.

However as far as I know, it's also going for the old-school subscription model, which I don't see being viable for a new game in the Western Market. I think it will inevitably go F2P in a year or less, then it could do fairly well.

As for Elder Scrolls Online, well it's just a lesser version of Skyrim with other people in the way from what I've experienced so far. I'm absolutely sure the licence will sell TONS of copies at launch, but I don't see it having the staying power. It could be the next SWTOR
 

BloatedGuppy

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Alfador_VII said:
As for Elder Scrolls Online, well it's just a lesser version of Skyrim with other people in the way from what I've experienced so far. I'm absolutely sure the licence will sell TONS of copies at launch, but I don't see it having the staying power. It could be the next SWTOR
A budget Skyrim with a lot of other people fucking it up is a pretty good approximation of TESO, really.

The myth of SWTOR's failure really needs to go away though. It's one of the top 10 FTP earners and is still one of the top three western MMOs in terms of player base. There are some cautionary lessons to be taken from its troubled launch, but a game like Wildstar could only DREAM of "failing" the way SWTOR did.
 

Frozengale

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I was in one of the Beta weekends and I played probably a good 20 hours or so over the course of three days (got one character to level 13, and two others to around 5) I've also played in several of TESO beta weekends (clocking in around 30-40 hours). Since this is a Wildstar thread I'll talk about Wildstar mostly but I'll also compare it to TESO at times since they both seem to be the big competitors of this year.

COMBAT

Combat in Wildstar is a decent blend of twitch mechanics and your normal MMO fair. You are given a hotbar with several slots for skills. You start off with exactly one slot, and one skill. There is no basic attack or anything of the like so that first skill is your only skill and you will be mashing that poor little button to death in your first couple of battles. The way moves work is you select a move, an indicator comes up on the ground of where your attack is going to hit, and then you hit. Enemy moves work the same way, simple telegraphed attacks. In the beginning first levels the telegraphs are incredibly obvious and the attacks take forever to actually make contact and I wish I could say this changes drastically pretty fast, but it wasn't until around level 10 that I actually felt like combat posed any real challenge. One nice thing that I like is that you can only have as many skills at a time as you have slots in your hotbar. If you have 10 skills but only 5 hotbar slots then you're going to have to think about what skills you want and what works well together as well as your team.

While dodging and moving is a huge part of the combat I feel like it isn't fully utilized. I played an Esper mostly and a lot of my skills required me to remain rooted in order to use them, even worse was the fact that some of my skills required me to actually target something in order to use them. Some skills I could lead with but others I couldn't and quite often the ones that I needed to have a target in order to use we're incredibly baffling. On my Esper there was one skill that said I cast it and after 4 seconds a projectile spawns and hits the closest hostile target. And that would have been a great move to use when repositioning... except it was one that required a target. It never said it did, in fact if I used it without a target it would deplete my resource and never do anything at all. If I remember correctly I had this same problem with my Stalker, so many of my moves required that I actually have the character in my LoS to use them. Even if the area where the move would hit was right where the enemy was it didn't matter.

This also combined with the fact that you have to constantly hold the right mouse key to move your camera around becomes really annoying. In Elder Scrolls Online the combat is somewhat similar but the difference is that the camera and targeting reticle are always working unless I'm in the menus. For whatever reason Wildstar doesn't do this. I eventually went and downloaded a mod that makes it so you can toggle the camera on and off at will, it made combat 10x better.

So far there doesn't seem to be any real deep strategy involved with the movesets and combat. It's mostly use your most powerful attacks, and then use your basic attacks until the good ones are off cooldown. Not sure if things get more interesting later in the game but as of right now the combat is "Decent". It's full of lots of interesting ideas, but it's all poorly implemented and doesn't feel fully fleshed out. Honestly if there is one thing this game could benefit from is Controller Support and not requiring direct targeted LoS in order to use moves.



QUESTS

Quests in Wildstar are a mixed bag of good and bad. The good is that they are all well written and make you feel like you have a reason for being there. In TESO they take the route of "YOU ARE THE CHOSEN ONE! JUST LIKE EVERYONE ELSE PLAYING THIS GAME!!!!" Which oddly enough makes me feel less special. In Wildstar however you are part of either a group of colonizers/rebels, or an imperialistic army meant to quash the rebels. Sure it's not a unique story, but it makes me feel like every Quest I do is part of either helping the community, or getting one step closer to destroying the rebel scum. The characters and setting are unique enough that participating in the quests is interesting. The downside to this is that every single quest is nothing unique to MMOs. "Go kill 'X' number of things" "Travel to 'Y' destination for new quests". Those are basically the only quests you are going to be getting. Sure some of them are interesting story wise, but it's not revolutionary, and it's only fun for so long.


PATHS

At the beginning of the game you get to select a "Path" a sort of secondary occupation if you will. You can be a Scientist, an Explorer, or two other things that aren't as interesting as Scientist and Explorer. The Scientist is all about world building. You get simple quests to analyze various parts of the environment and learn more about it. They are fairly mundane quests but they give you lots of info about the World you inhabit. Explorer is probably the most fun and interesting. You get quests to scale tall objects and look inside every nook and cranny. It's the kind of stuff you'll probably do anyways, you just get exp and skills for it. The Settler is given menial tasks and told to collect "X" number of things nearby in order to fuel pods that give temporary buffs. At first the buff thing sounds cool until you realize that you can get access to these buffs without being a Settler. The Settlers will get these machines going and everyone can use them, so why even bother with the settling? The answer is don't bother with the Settling. And then we have the Soldier who fights things, because. Soldier quests mostly consists of waiting in an area for mobs to spawn and then killing them. So you know 99% of the game already. It's just a bunch of extra menial chores with a little bit of reward.

Each Path also gives you access to special skills. Don't ask me what the skills are cause I don't know, and really I don't care. Of the two I did end up getting on my main character, one was useless, and the other was just a mass team teleport. Useful but all together uninteresting.

I would like to say that TESO does a much better job in this respect. In TESO you can join Guilds and in each Guild there is a skill tree that you gain access to. I'm not sure how many Guilds you can join, I'm only a part of two right now. Each tree has useful skills and the quest lines to unlock the skills tend to be interesting or at least decent. You also aren't locked into Guilds if I remember correctly, if you don't like it then don't do it, find something else you'd rather do and skills you'd rather have. In Wildstar you pick your Path and you better follow it cause you got no other choice.



AESTHETICS/ENVIRONMENTS

Beautiful, Gorgeous, Fun, Interesting. All that and more. And you even get fun little mini quests (called "Tasks") while exploring. Some of them are standard "Kill 'X' number of things in 'Y' amount of time" but others are really fun. My favorite was one where you needed to collect fireflies by using bouncing mushrooms to scale a waterfall. Everything about the Environments is fun, everything is eye catching and you just want to explore it all. Honestly the best part of this game is how it looks. Every single race is unique and interesting with their own style. You got demon-horned creatures, undead-like creatures being kept alive by liquid containers placed on their bodies, furry little creatures, and of course your average human types. There's more then that but those are just some of my favorites. If there were one reason to check this game out it would be for this. Exploring the environments and just taking in the art aesthetic of the world.


All in all Wildstar is nothing amazing. When you get right down to the bare bones of it the game is rudimentary mechanics hidden inside a fun colorful cartoon plush toy. If they manage to do a complete overhaul of the quest system and clean up the combat in the next 4 months then I would say it's worth the $60 plus $15 a month. As it stands right now however it's more worthy of free to play than anything else.