Very intriguing
Will it be F2P?
We don't know the payment model yet.
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Very intriguing
Will it be F2P?
We don't know the payment model yet.
Info from that link above said:Esper Class
Uses "power of mind" to summon illusionary pets
Not a "pet class" as the illusions last <10 seconds
Class uses both a mana system and charge system (focus point)
Build up focus points with using multiple abilities like Telekentic Strike, Concentrated Blades and Phantom Swarm
Telekentic Strike, the blade summon/toss spell, deals damage to the 3 closest enemies within a line ahead of the caster. immobilizes while casting. 1.5s cast time
Concentrated Blades, the delayed release saw-looking spell, does not immobilize. They pause for 4.4seconds prior to flying at enemy. Generates a focus point. There are two charges that can be stored and each has a 10s cooldown.... so no spam.
Mind Burst uses charges to conjure a large hawk that swoops at a target, damaging three closest enemies in a cone. It's a focus dump, it consumes all available focus points and does more %assault damage with each point. Instant.
Crush skill conjures a large ghost-like fist to punch enemies into the ground. Instant, 35s cooldown. Knocks 3 enemies within 5 meters of the target enemy down for 2.5s and does damage.
Able to summon up to three "phantoms" (at least)
A video snippet shows an Esper running around with two daggers floating above her head (presumably not a bugged out version of telekenetic strike)
Phantom Swarm conjures a phantom for each enemy, limited to 3, within a cone ahead of the caster. Lasts for 10 seconds, dealing 50% assault power damage every 1.25 seconds. instant, 10s cooldown. Generates a focus point. (one of the media guys was a mouse clicker so I got to see it all )
Scientist Path
Scanning a creature multiple times can unlock "new advantages"
Some scans can trigger audio-clips to drive you deeper into a side-quest
A "galactive archive" stores what you've learned about an object (plant, race, zone, etc) so you can review it later
Scanning gains Scientist XP, acheivements, Scanbot powers, titles, housing equipment(FABKits) and "unlocks"
By scanning loftite many times, the player can unlock its power -- allowing nearby players to get the ability to jump higher in areas with larger concentrations of loftite. This synergized with other paths as they can get to new areas. In this case they bounced up a cliff to find a big boss
Small, randomized puzzles (similar to RIFT zone puzzles). Theoretically you should not be able to find definitive solutions on the internet.
Many things you scan will not like being scanned and will be hostile
Moving objects around can open hidden rooms
Can name your Scanbot
Mission Types: Analysis(scan things), biology(scan things?), Catalog(collect knowledge), Diagnostics(diagnose and fix things like robots), Archaeology (track artifacts), botany(scan flowers?), chemistry(scan inanimate things?), field study(probably going to have combat)
You will see an icon showing what you should scan such as the loftite crystals
Not all enemies can be scanned. An icon will show which can.
Settler Path
Meant for socializers and also "builders"
Tasks include mending broken or degraded equipment such as a farmer's fence which, due to the breakage, is letting all his cows escape. Such tasks are separate from questing. This is internally called "minfrastructure"
True infrastructure tasks include building a new shop, new vendor or a bus station.
Smaller "projects" helps gather resources for bigger "projects"
Can unlock Settler powers that allow you to "free-farm anywhere"
There are goals when building -- raise a town's value or utilize your abilities
Increasing value to a certain extent allows special things to happen like bigger rewards
Bigger, more meaningful projects will take multiple settlers to complete while smaller projects can be done solo
If structures aren't maintained, they will decay
You can get a lot of path XP by running around and building everything by yourself but less from social tools like campfires
almost everything Settlers do is unphased
Settlers have utility in dungeons such as being able to make a resurrection station next to a boss -- can use resources that can be found in the dungeon. Random chance whether many of these resources will appear
Settlers will be useful when placing structures next to harder areas in the world
While there are static locations that can be built on, there are also free form structures you can freely place
Settlers will get more housing equipment(FABKits) than other paths
Housing dungeons mentioned explicitly after being asked the question "What sort of perks will Settlers bring to player housing?" I would not bet on housing dungeons being exclusive to Settlers, however.
Settlers get increased XP the more their structures are built (campfire, for example)
Speculation: in a video segment about settlers, a player is seen swinging a sword to cut down trees
Can build quest givers with really good loot
Video demonstrated the building of a jail which opened up quests for the area and had a warden that could give players a buff
Can build taxi vendors to allow rapid travel through area
Can make outposts with guards in an area to help you fight mobs (not just in towns)
There is somewhat of a meta where you have to decide where to place structures to get optimal use. For example build an outpost in the wilderness and choose to put your campfire there. You can put structures like a campfire in major areas, but then you are competing with everyone else doing that. We can expect that if there are two fires placed immediately on/next to each other, only one settler is going to get credit for a player standing within reach of both fires.
Mission types: Expansion(improving towns), Supply cache, Public ServiceTasks for the greater good), Civil Defense(combat, I think), Infrastructure (builds hospitals, taverns, spaceports, etc)
Can make puzzles appear
Explorer Path
Will see time challenges going from point A to point B
Will discover underground passages
Implies exploring won't be largely flipping back and forth on a map to find a spot. The explorer dev's quote is "maps? who needs'em?"
Mission types: Cartography(chart unexplored territory), Expedition(chart unexplored territory?), Scavenger Hunt, Surveillance, Exploration(problem solving to find hidden locations), Operations(think combat, maybe), Staking Claim, Tracking(track enemies)
Soldier Path
Will have a horde-mode style gameplay
Summons big-ole bosses
Mission types: Assassination, Hostage Rescue, Conquer(i.e. Horde), First Strike(assault), Demolition, SWAT(test new weapons), Security(item defense), Protect(horde w/ defending allies)
Paths General
Will be intended benefits to having players with multiple different paths interact. They call it "crossing paths"
It also seems as if you will get bonuses for simply helping another player out with their path, whether you contribute with your own path or not (speculation)
You can skip path content and path quests
You get special abilities, costumes, loot and cash
Standard, non-path specific content, will have you doing various path activities. i.e. a soldier will likely build something, a scientist will kill, an explorer will scan and a settler will roam
The World
Very little phasing -- Carbine wants you to feel like your activities are impacting the world, phasing hurts that.
Towns have values. This includes an economy, quality of life and security. The better the town, the more there is to gain from them (quests, etc). The town value seems to have a lot to do with settler activity.
There are areas of the world intentionally made more difficult than others
Artsy, but there is depth -- the grass and bushes sway for example. Small detail, but really looks good.
A fly-over shows that zones have significantly different appearances. Someone mentioned how WoW has fairly distinctive zones. Yea, WS has that totally covered. Very neat
Models such as trees aren't all identical, there is deformation and variety added so it doesn't look like a giant copy+paste fest
Looks like roads are fairly clear -- I suspect you could traverse the shown zones end-to-end without fighting by staying on the roads. I'm sure this is subject to change, but so many MMOs have mobs aggro to the roads.
Enemies are close together so you will frequently aggro additional mobs when fighting one.
You can gain reputation with multiple different factions doing different activities such as repairs, killing, etc
Housing
There is a strong possibility of having "housing dungeons" at launch -- 8 are developed so far, but no promises.
A garden, planted to get crafting mats, may spawn rare blooms or even a creature that tries to kill you
Will be "rare seeds" you can plant
War Plots
Warplots exist, primarily, in the air like houses
Warplots are big chunks of land where you and your buddies can build a fortress
The Warplots can be landed on the ground to fight other Warplots
You can capture raid bosses, bring it back to your warplot
Captured raid bosses can be sent into an enemy's Warplot
You can make Mech factories that will allow you to pilot a mech with super powers
The idea is destructible fortress vs destructible fortress
Up to 40v40 destructible fortress PvP
Character Advancement
Stats (brutality, moxie, etc) that unlock things such as increased critical hit chance, "special powers that unlock talent-ish things", or cause effects such as when you kill a monster it drops a "healing glob"
Stat unlocks are intended to help you "change how you play your character" rather than just marginal stat increases for min/maxes
Talent trees are not currently used, but Carbine is not ruling them out in the future
Acheivements done in the Elder Game can unlock skills and perks(?!)
Character race and path can determine difficulty of earning unlocks (Granoks have easier time with strength unlocks)
You "won't cripple yourself by making the wrong decision, but certain acheivements may be easier" when regarding early player choice (race, path) and its effect on unlocks
Gear
Carbine doesn't like a lot of people standing around with the same gear on in endgame
Carbine thinks the greatest differentiation should be at the high level
Randomized elements on equipment
Customized gear
"Points" that unlock powers to make you different than the guy next to you
COSTUMES mentioned
Tradeskills
Not on the reveal schedule yet
Do NOT want to have you "click a node and watch a bar fill up"
Lots of "interesting base metals" in the game such as Explodium which explodes when you hit it
Hitting a rock can uncover that it is attached to an enemy which you then have to chase and knock materials off it
A node may be a creature made from the material who then swallows you and you have to knock through the creature's stomach to escape
Farming mats should have "variance" and not be boring
Their system intends to combat bot farmers
Crafting should be more acheivement-type advancement, rather than crafting a bunch of random items
Player-planted gardens have a RNG effect where they can spawn enemies, rare blooms, etc
Combat
Environmental effects can damage players and enemies such as Explodium nodes
Player is shown swimming and underwater fights are mentioned
As a noob you will be trying to dodge enemy abilities. Later on you (the player, not the char) learn to exploit the enemy and environment, like how they turn against a villain in horror movies.
Looks like at least some channeled abilities can be cancelled out of early to dodge
When dead you can res in your current spot for a sizable chunk of money (14.7silver out of the player's 1.2gold in the demo) with a 30 minute cooldown or you can rez free at the "nearest Holo-Crypt"
There is, at the moment, a global cooldown
End Game
They feel end-game is the most important to WS's success
Currently 50-70% of the team is dedicated to elder content
Elder content needs to be replayable
Want content to be hard
Want content to be something "you look forward to"
Raids
"We wanted to make raiding something that more people can compete in" -- their words, not mine
World firsts are awesome for the 1% of the 1%
Randomness of raids is to make it more engaging for the non 1% of the 1%
Randomness includes putting down a health-increasing spot that pops up or having extra AoE damage that spreads in various patterns
Want "fastest raid time" to be a goal, moreso than "first raid clear of the week"
Want to add more goals -- "Fable-like" challenges such as defeating bosses without armor
Monsters are going to have different phases (don't think this surprises anyone)
Dungeons
Even 5-mans set to be hard
Dungeons are looking great, large, detailed, varied and interesting.
Vehicles
A player is piloting a large mech. Looks fluid
A player is shown shooting ground targeted missiles while riding the motorcycle
Quests
Dynamic quests -- pop up while doing other things in the zone (thinking like SWTOR). A lot of time based challenges, it seems. Some skill based.
Spin-the-wheel loot system: after finishing the dynamic quest, the player saw a window with three different loot items. The player clicks one of the three items. The loot items cycled being highlighted until the highlighting finally stopped on the one item the player will receive. If the player receives the item he had initially clicked on, he receives a boost in addition to the loot. Essentially a box of three items will appear and a RNG will determine which you get.
If you hover over a quests it will display an arrow on your screen, directing you where to go
Game
Implied it costs ~$100 million
While not a focus, we saw a lot of variety in appearances in the NPCs suggesting a promising character creation system
List of "Events" in the bottom right... perhaps large map events like in GW2?
Currently 200+ hours of solo(able) content
Walk-throughs are bad, strategy guides are good
Payment model is a HYBRID MODEL. The most common hybrid model from NCSoft seems to be an F2P with an optional subscription. This doesn't rule out a B2P(GW2-style) system. Either way most can rest easier knowing this reduces the likelihood of strong advantages for paying customers.
thanks for the link tiger
'Randomized elements on equipment'...this concerns me...
everything else looks great...watching gameplay vids looks boring...this might be one of those games where its more fun to play than watch a guy play it...lets hope so...LOL
thanks for the link tiger
'Randomized elements on equipment'...this concerns me...
everything else looks great...watching gameplay vids looks boring...this might be one of those games where its more fun to play than watch a guy play it...lets hope so...LOL
well, according to their Twitter feed 30K invites went out tonight.....
https://twitter.com/Team_WildStar
http://www.wildstar-online.com/en/news/wildstar_wednesday_state_of_the_beta.php
latest about beta
there is no way this gets released in 2013 after reading this..2014 release now
http://www.wildstar-online.com/en/news/wildstar_wednesday_state_of_the_beta.php
latest about beta
there is no way this gets released in 2013 after reading this..2014 release now
They announced their pricing model for this game:
http://www.mmorpg.com/gamelist.cfm/game/632/feature/7690/WildStar-Revenue-Model-Revealed.html
Sadly it's not f2p, nor b2p like GW2.
They are going for a 60 buck box price and a 14.99 per month sub model.
I do not know what in the heck they are thinking.
Yes Eve is successful, but it's successful because it fills a "niche" audience that doesn't hav ea lot of competition and choices.
Wildstar however is going after the WoW type of mmo gamer, and there's a truckload of similar games, many free to play.
Almost any game that tried in this market with a sub fee in the past few years has failed.
I hope they make it, but I seriously wonder who thought this was a good idea, I mean anyone will tell you the mmo market is shifting to f2p and cash shop, it's just what the majority of people want.
They announced their pricing model for this game:
http://www.mmorpg.com/gamelist.cfm/game/632/feature/7690/WildStar-Revenue-Model-Revealed.html
Sadly it's not f2p, nor b2p like GW2.
They are going for a 60 buck box price and a 14.99 per month sub model.
I do not know what in the heck they are thinking.
Yes Eve is successful, but it's successful because it fills a "niche" audience that doesn't hav ea lot of competition and choices.
Wildstar however is going after the WoW type of mmo gamer, and there's a truckload of similar games, many free to play.
Almost any game that tried in this market with a sub fee in the past few years has failed.
I hope they make it, but I seriously wonder who thought this was a good idea, I mean anyone will tell you the mmo market is shifting to f2p and cash shop, it's just what the majority of people want.
If the game quality warrants it, that's a valid pricing model. It's worked for Warcraft forever. I'll be paying for it when it rolls out.