Got halfway through replying to this, browser freaked out. This is take 2.
Cartographer said:
So you're saying a boss, in beta when it was likely undertuned was easy for you to solo?
I assume you were in beta? You'll probably remember dungeon content was harder, and got tweaked downwards. Not only in part because there was virtually no itemization in the game at the time for healers on leveling gear, and abilities were virtually 100% gear dependent, so you were healing for literally 1-2% of the tank's health poor per cast.
Cartographer said:
Have you tried live, can you do the same thing there? Did you find the second boss as easy?
No. I played into open beta. Perhaps there was a patch dropped at launch that made everything significantly harder. I doubt it though.
Cartographer said:
As for not liking the combat, at least you tried it and formed your opinion based on actual experience, I can respect that but wholeheartedly disagree with your assessment and assertion. I might agree the game doesn't actively stride FORWARD with innovation, it certainly doesn't go back; it polishes mechanics and gameplay from a variety of other sources to a mirror finish and makes a thoroughly engaging game that is a joy to play.
When I say 'go back' I mean it implements changes that I'm not sure are a positive step forward. GW2 "innovated" by dumping the trinity, and it ultimately felt like a step back because the resultant combat was a formless clusterfuck. Wildstar combat, while snappy and responsive, falls down for me in a few areas.
1. I was a big advocate for the LAS in beta. I stumped hard for it. There were the usual complaints from players used to WoW/Rift/et al and large ability sets with up to dozens of situational abilities. From my perspective, there is no reason a (reasonable) LAS cannot work if the abilities are fun, well balanced, well designed, well differentiated. The longer I played, the more I came to feel this was not the case. Many classes play similarly, with mild variations on builder/spender mechanics. Most abilities fire similarly, with mild variations in telegraph size and length. Many cross class utility abilities function very similarly, and are employed to a similar purpose. A tremendous sense of repetition, of...SAMEYness set in. With only 6 classes on dock, this was particularly damning. Having two spots on the small LAS shunted aside for gadgets and the hilariously useless path abilities did nothing to help perception of poor ability breadth and variation.
2. I adore movement in MMOs. One of my first love affairs with a mobile, instant based class was the Skald in DAoC. I hate "turret" classes. Every time I have to stand still to cast, I feel a pang of annoyance. However, I do acknowledge that having "turret" abilities means there's a value, a premium placed on mobility. To quote Sid Meier, a game is a series of interesting choices, and choosing to root yourself to get off a powerful ability can be viewed through that lens. While I very much appreciate the crispness of Wildstar's movement, the fact that almost EVERY goddam fight boils down into the same circle strafing/telegraph pointing began to feel profoundly wearying. I like movement and situational awareness as a mechanic in fights, I just don't know that I want it to be the key mechanic in EVERY fight. You end up with "Don't Stand In The Fire, The Video Game".
3. This might be silly to you, but I find it telling there's another guy even in this tiny thread complaining about the same issue, and it's that all this constant spinning and clicking is actually hell on the wrists. Wildstar is the most physically exhausting game I've played since Diablo 2, and that's a worrisome aspect for a genre that often DEMANDS heavy play time from users to extract maximum value from investment. I'm not even sure I COULD play Wildstar long term if I wanted to. The game's ADHD approach to content results in almost non-stop movement. This can be exciting in bursts, and painful in marathons. Won't apply to everyone. Most certainly applied to me, and my friend who played beta alongside me.
Cartographer said:
By your own admission it isn't for you then, and "a...certain type of person" is both inflammatory and insulting in the context you used it; ad hominem attacks on people who enjoy something you don't is pretty petty.
Well...you're right and you're wrong here. You're right that I'm being a bit of a dick about the humor, because it's a type of humor that I hold in disdain and have a hard time imagining adults enjoying. It's loud voices shouting "funny" words. This is the wit equivalent of a grown man shouting "doody" and expecting peals of laughter. So, yes, I'm having a bit of a go at anyone who wants to promote this game as being some kind of monument to comedy. That said, comedy is subjective. Some people laugh at Carrot Top and Larry the Cable Guy, and it's not really my place to judge. So if backed into a corner on the issue, I will admit that I am being unfair.
It is not, however, an "ad hominem attack". An ad hominem attack is when you attempt to undermine an argument by attacking the source. "Sure, you think Wildstar is a good game. BECAUSE YOU'RE AN IDIOT!". That would be an ad hominem attack. I'm not saying that, by the way, I'm just making an example of what ad hom looks like. Me taking a swing at the game's infantile sense of humor is not an ad hom, it's just me being smug.
Cartographer said:
As for 40-man being end game, it isn't, it's one of multiple end game progression paths. Carbine went out of their way to explain in virtually every interview they gave that the elder game progression paths are solo-PvP, group-PvP, solo-PvE, group-PvE, 20-man raiding and 40-man raiding. They openly admitted the 40-man was for 1% of their player base and filled the game with other content for people to enjoy. If all you've done is look at it and said "40-man, it must suck" then you've brought your own WoW-inspired prejudices to the party I'm afraid.
Gaffney has talked about wanting a solo PvE endgame. From everything I have understood, it's not really in the game yet. I assume you're playing hard and likely to level cap soon, because what was once promoted as a 150-200 hour journey to level cap is closer to 30-50, so once you get there PLEASE let me know if there IS a robust, solo PvE end game, what it entails, how difficult it is, what kind of loot tiers it gives access to, etc, etc, etc, etc. I am 100% serious about this. I want to know.
Frankly, the dubious quality of the solo content in the game from 1-50 hasn't left me terribly enthused about any post 50 content the solo PvE crowd might cook up, but who knows.
Cartographer said:
Granted, there's potential for it to fail to live up to its promises, but there's no way to know yet.
I see a LOT of echoes of TSW in Wildstar. Unique, untested IP. Hugely polarized reaction from players, with half hating it like poison and the rest claiming it's their waifu. Hostile, entrenched community attacking any and all criticism as heretics opposing the vision. Ludicrous expectations of success (TSW fans imagined a game that would grow like a virus, spurred by word of mouth...Wildstar fans, apparently not being students of history, imagine a "WoW killer"). Different games, certainly, but positioned similarly in the market. Now, Wildstar has the benefit of not having GW2 dropped on its head 2 months after launch (way to plan a launch window, Funcom), but it is going to have to deal with WoD down the road.
Sales are the lifeblood of any MMO. Great sales, and you get lots of content. Bad sales, and you go into maintenance mode if NCSoft doesn't just cut your throat entirely. Carbine made a TON of promises, only some of which made it into the game at launch, and some of their more ballyhooed features (cough, paths, cough) were ill conceived to the point of being outrageously stupid. I do hope the game can evolve and even thrive, because I adore the 5 man content and I WANT it to light a fire under Blizzard in terms of getting some difficulty back in their game. I'm just not incredibly optimistic. As I say, I see a lot of echoes of TSW in WS, and TSW was a commercial disaster that undersold projections by about 75% and almost killed the developer.
PS - I forgot to address "WoW inspired prejudices". I've been playing MMOs since Ultima Online. My favorite MMO of all time was EQ. While I enjoy WoW and feel it is still king of the theme parks...a difficult to dispute reality when you look at market share and player retention...I am not a "WoW fanatic" looking at everything through WoW blind eyes. I am an MMO fan. Go far enough back in my post history and you will find me writing long posts on these very forums PIMPING WILDSTAR. I was incredibly excited for the game. My agitation towards it was acquired through long hours of play, not through MMO tribalism or a pointless desire to see it fail.
Sleekit said:
"the mmo market" is far, far bigger than most people realise and simply put not everyone likes orcs, elves, dwarfs etc.
there is plenty of room for "wow contemporaries" of legitimate quality and wow is not the all encompassing sponge in the marketplace people think it is.
Precisely. Which is why it is so tragic that WoW's ludicrous financial success and market dominance has lead investors in newer MMOs to go "safe" by attempting to ape its game play conventions and generally doing a shit job of it. You want to grab a slice of the "massively multiplayer" pie? Stop squabbling over the piece Blizzard already cut off for themselves and INNOVATE for fucks sake.