Anyone else interested in WildStar?

I gotta admit, it does look fun. Still don't know if it'll pry me away from FF, but I'll still give it a shot.
 
I'm loving the character designs/clothing design. Nice to see an mmo that's trying new races and not just recycling the old and tired Orcs/Elves/Dwarves.
 
HUGE info drop today... http://www.reddit.com/r/WildStar/comments/1euhyn/highlights_of_the_522_wildstar_info_release/ that link summarizes numerous videos... looks better by the day.

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.
 
Hmm. Settler or Explorer? I'm huge on crafting, and exploring the environment.
 
If it has a GW2 style system, I will be playing this. I saw the demo at PAX two years ago and was intrigued. My wife refuses to let me go out in public with the t-shirt, though!
 
Are they still giving out beta invites? Signed up for beta last month or so, but no luck yet
 
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

That's because the guy playing it is a horrible player.
 
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



The randomized elements are due to being able to extract many bonuses to combine into a better item, like salvaging in other games.
 
Any news on this game? I perused their Youtube page and didn't really see anything new. I know the beta is ongoing (of course I'd love to get in on it) but I'm not hearing much exciting news about it.
 
I'm very interested. Looks like it has some real character and I love the "Paths", especially the fact that housing/Settler will be a major function in the game. I am really, really hoping for a spot in the Beta.
 
This could be the next big thing, i was watching the videos and wow im very interested in the game and the artwork is great!

I just hope they keep to what they are advertising and hopefully NCsoft doesnt screw this
 
While I'm disappointed that some form of the "Lumenai" (Give me some damn space elves!) will not be a playable race at start, I'm still excited for WildStar. The two new races are neat and have good backstories. I guess the Mordresh are kind of plagued-space-elves...

I really wish I could get a Beta slot to see if it is really developing as awesomely as it appears it could. Sadly, I'm seeing people offering $50 or more for Beta accounts. I do wish they'd just admit more and allow those who signed up earlier and/or have accounts on certain communities/fansites etc... preferential invites, rather than it just being completely random.
 
I'd love to be able to get into the beta. Here's hoping they start letting more people in(and that I'm one of them)! :D
 
Last I heard from some of the people I know who have been in the beta is that it's missing tons of things still. Enough things that making a holiday launch seems highly unlikely.

Take that with a grain of salt, but I've seen some similar comments made elsewhere too.

Everyone who dares to talk about it seems to love the housing to death though, which is good news to me.

Still hoping I get in before launch so I'll know if I'll want to make plans to set up there for a while.
 
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

Yup, I knew that a couple months back when I got to see someone who's in the beta playing it.

Sadly the more I saw, the less interested I got in actually playing it. I'm not sure how to explain it, but it just didnt impress me in person like I expected it to after watching the dev videos and reading all the press, even knowing its in beta still (its more like an alpha in some aspects imho).

Maybe things will change by launch, but right now, I've changed my mind about preordering it and jumping to WS from GW2. I'm going to FFXIV:ARR for now and we'll see what they tweak in WS by the time next year rolls around.

I think they've got their work cut out for them, here's hoping they can pull it off, cause I was stoked about this game from the beginning and now I'm more "meh" than I ever expected to be.
 
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.
 
There is also mention in the article that you can purchase game-time within the game via their AH equivalent. Therefore, you can play "for free" as long as you use our in-game currency to buy it.
 
We'll have to wait and see how it turns out. One thing that seem odd to me is that people are saying a subscription based model eliminates any pay 2 win element of a game, which is true. But CREED trading may allow the richer players to use it to their advantage.
 
released pushed back to spring 2014..no surprise there

the model is perfect...its subscription based OR you can buy CREDD off the market and play for free..it works like EVE

I think its a very good business model and should create a game like EVE...a nice hardcore niche game..the days of multi-million subs are gone

mmo developers are realizing you need to attract a niche crowd...stop pandering to the 'masses'
 
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.

I almost prefer this to cash shops at this point. Cash shops are fine in theory (GW2) until you start wondering if the game was designed around herding you into the cash shop..
 
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.

This.

People are crying bloody murder because it's not b2p or f2p. If the game is good enough why can't it warrant a sub? It's $15 a month, I spend that much on coffee and breakfast every day.

Plus, they're using the EvE system, so you can play w/o a sub, just with the CREED system.
 
I'll take a good sub game over a nickle-and-dime-you-to-death mediocre "free" game anytime. I never want to see an item shop game again.
 
Check your mailboxes, they sent out a Winter Wildstar Beta survey. Sounds like the criteria for the beta may have changed from the original web page submission.
 
Also, there will be big news drops and class news for 6 weeks straight.
 
pumped about this, just signed up for the beta...again. Sounds like they're going to be letting a lot more people in this time.
 
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