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News & Features Discussion  » [Column] WildStar: Changes to Core Systems

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50 posts found
  SBFord

Associate Editor - News Manager

Joined: 6/28/10
Posts: 15663

 
OP  10/02/13 8:33:46 PM#1

This week's WildStar Wednesday laid out some information about core systems changes that the team has been working on since the close of the last beta phase. In our new WildStar column, we take a look at those changes and offer a few thoughts. See what we have to say before leaving your own thoughts in the comments.

In subsequent months, the studio has been working hard on updating three core systems: making leveling up more interesting, making it easier to choose abilities, and completely revamping the quest system.  These changes are all intended to make WildStar more engrossing and entertaining, while removing some of the limitations that came with a more traditional approach.

Read more of Gareth Harmer WildStar: Changes to Core Systems.

Associate Editor: MMORPG.com
Follow me on Twitter: @MMORPGMom

  Anhrez

Novice Member

Joined: 9/12/06
Posts: 3

10/03/13 8:24:52 AM#2

Great read, I am really looking forward to your first devspeak break down once another one is released.

What do you think about announcing areas that are unlocked in the level up screen? I know its only a proto-type but seems like it cuts a little of the discovery down the first time through the game 

  DavisFlight

Novice Member

Joined: 9/25/12
Posts: 2604

10/03/13 8:54:45 AM#3

That's big news? Seriously?

Isn't the lead dev on this the guy claiming that he made a huge mistake by making WoW so simple, and how this was going to be bringing in new ideas again?

Instead, the huge multi-paragraph news is... they made it so that instead of collecting ears, a bar fills up?

Seriously?

 

I thought the news was going to be "No more quest grinding!"

 

But what did I expect, a new idea from one of the WoW devs? The game that has, to this day, never done anything new or unique in its entire 9 year run?

  Maelzrael

Apprentice Member

Joined: 5/15/12
Posts: 345

I like games.

10/03/13 8:58:49 AM#4
That's not true Davis. Shared servers and lfr are unique to wow.

  DavisFlight

Novice Member

Joined: 9/25/12
Posts: 2604

10/03/13 9:07:48 AM#5
Originally posted by Maelzrael
That's not true Davis. Shared servers and lfr are unique to wow.

Nope, DAoC and other MMOs had shared servers a good 4-5 years before WoW. and LFR are things that have been in online RPGs for eons.

  Gazimoff

Staff Writer

Joined: 1/17/09
Posts: 80

10/03/13 9:16:50 AM#6
Originally posted by Anhrez

Great read, I am really looking forward to your first devspeak break down once another one is released.

What do you think about announcing areas that are unlocked in the level up screen? I know its only a proto-type but seems like it cuts a little of the discovery down the first time through the game 

I think it could go one of two ways. As you mention, that feeling of self-discovery is quite powerful. It depends on how zone completion is handled, and if there are NPCs that breadcrumb you to the next zone.

On the other hand, if you're suffering from zone fatigue, having a pop-up to tell you that a different option is available might be just what you need. Of course, zones should be designed well enough to keep things interesting for the majority of players, but options are always a good thing.

  Zalmon

Apprentice Member

Joined: 12/02/11
Posts: 338

10/03/13 9:19:29 AM#7
Originally posted by DavisFlight
Originally posted by Maelzrael
That's not true Davis. Shared servers and lfr are unique to wow.

Nope, DAoC and other MMOs had shared servers a good 4-5 years before WoW. and LFR are things that have been in online RPGs for eons.

Care giving examples of LFR in online RPGS that existed for eons.

  Gazimoff

Staff Writer

Joined: 1/17/09
Posts: 80

10/03/13 9:25:53 AM#8
Originally posted by DavisFlight

But what did I expect, a new idea from one of the WoW devs? The game that has, to this day, never done anything new or unique in its entire 9 year run?

 

I'm a little confused here. Exec Producer Jeremy Gaffney never worked on WoW - he was the founder of Turbine, then moved over to NCSoft before joining Carbine. Development Director Mike Donatelli started out at Mythic on DAOC and WAR before heading on to Carbine. Although they have several ex-Blizzard devs on the team, I'm not sure which one you're referring to here.

Getting back to your point, questing feels like a grind in many games. You're tapping the same sequence of buttons to get the same result in a bunch of different locations, so it's bound to get repetitive. WildStar tries to improve on it somewhat through a new combat system that'll take a while to get used to, plus trimming quest text down to what you can fit in a Twitter message. But it's also better to take on bigger challenges and get your quest done faster, like tougher mobs or (possibly) multiple mobs. That sounds like an improvement to me.

  Vorthanion

Elite Member

Joined: 7/02/11
Posts: 2134

10/03/13 9:26:38 AM#9
Originally posted by Gazimoff
Originally posted by Anhrez

Great read, I am really looking forward to your first devspeak break down once another one is released.

What do you think about announcing areas that are unlocked in the level up screen? I know its only a proto-type but seems like it cuts a little of the discovery down the first time through the game 

I think it could go one of two ways. As you mention, that feeling of self-discovery is quite powerful. It depends on how zone completion is handled, and if there are NPCs that breadcrumb you to the next zone.

On the other hand, if you're suffering from zone fatigue, having a pop-up to tell you that a different option is available might be just what you need. Of course, zones should be designed well enough to keep things interesting for the majority of players, but options are always a good thing.

I find it critical for MMOs to have multiple areas per level range, otherwise I start to feel like a cow being sent down the chute for slaughter.

  DavisFlight

Novice Member

Joined: 9/25/12
Posts: 2604

10/03/13 9:33:14 AM#10
Originally posted by Vorthanion
Originally posted by Gazimoff
Originally posted by Anhrez

Great read, I am really looking forward to your first devspeak break down once another one is released.

What do you think about announcing areas that are unlocked in the level up screen? I know its only a proto-type but seems like it cuts a little of the discovery down the first time through the game 

I think it could go one of two ways. As you mention, that feeling of self-discovery is quite powerful. It depends on how zone completion is handled, and if there are NPCs that breadcrumb you to the next zone.

On the other hand, if you're suffering from zone fatigue, having a pop-up to tell you that a different option is available might be just what you need. Of course, zones should be designed well enough to keep things interesting for the majority of players, but options are always a good thing.

I find it critical for MMOs to have multiple areas per level range, otherwise I start to feel like a cow being sent down the chute for slaughter.

Well, with instances, quest based leveling, !! over NPC heads, and all the busy work, how can you not already feel like that? Adding a few zones doesn't really change the fact that the game treats you like a toddler.

  Gazimoff

Staff Writer

Joined: 1/17/09
Posts: 80

10/03/13 9:35:10 AM#11
Originally posted by Vorthanion

I find it critical for MMOs to have multiple areas per level range, otherwise I start to feel like a cow being sent down the chute for slaughter.

Nice analogy :)

 

From what we already know, there are a small number of zones designed for one faction or the other, with the majority containing content for both groups. As to multiple areas for each level bracket beyond that, it's currently unknown. I'm with you though - I definitely hope so, as it improves replayability.

  Torval

Elite Member

Joined: 6/10/09
Posts: 6798

10/03/13 9:57:48 AM#12

Open tapping is a good feature addition. It only makes sense that if you contribute, then you should be rewarded. I hope they make the reward comparable to the contribution. I think this will be more of a community builder for the game.

I don't really see how a progress bar is any different from a numeric counter, other than you're using different visual feedback. The counter says 5/10 orc shoes, or the progress bar is halfway full, it's the same thing. So you kill a tougher mob, it drops 2 orc shoes instead of one for the minion mobs, still no different. What makes the heart quests a slightly more interesting twist is that they're auto-bestowed, rather than driven by an NPC with a bang over its head, not that they use a progress bar instead of a counter. I guess we'll have to see how it actually works out, because what I read doesn't seem very newsworthy.

The skill organization looks interesting. The stuff isn't super exciting news really, but it's always tough to provide feedback to the users when you're in a really mundane aspect of the project.

No one has as many friends as a man with many cheeses!

  Psistorm

Apprentice Member

Joined: 9/13/13
Posts: 39

10/03/13 10:20:43 AM#13
Since people were arguing the switch from an "X of X" tracking to a bar - re-read the article. They are explicitly mentioning that they are also making it so that you can choose to say, smack around  a hard monster for more completion etc. I can only assume that they will further expand on this idea. That, along with credit for open tagging sounds like quite an improvement over the current system.
  DavisFlight

Novice Member

Joined: 9/25/12
Posts: 2604

10/03/13 10:28:50 AM#14
Originally posted by Gazimoff
Originally posted by DavisFlight

But what did I expect, a new idea from one of the WoW devs? The game that has, to this day, never done anything new or unique in its entire 9 year run?

 

I'm a little confused here. Exec Producer Jeremy Gaffney never worked on WoW - he was the founder of Turbine, then moved over to NCSoft before joining Carbine. Development Director Mike Donatelli started out at Mythic on DAOC and WAR before heading on to Carbine. Although they have several ex-Blizzard devs on the team, I'm not sure which one you're referring to here.

Getting back to your point, questing feels like a grind in many games. You're tapping the same sequence of buttons to get the same result in a bunch of different locations, so it's bound to get repetitive. WildStar tries to improve on it somewhat through a new combat system that'll take a while to get used to, plus trimming quest text down to what you can fit in a Twitter message. But it's also better to take on bigger challenges and get your quest done faster, like tougher mobs or (possibly) multiple mobs. That sounds like an improvement to me.

A different combat system and less quest text (which was always skipped anyway) does not do much to improve the quest system. It's not a radical redesign like this writer implies, it's the smallest of tweaks. But I guess in the 8 years since creativity died in this genre, small tweaks seem huge nowadays.

Quest based leveling, by its very design, is boring. Certainly after 8 years of it, having different combat isn't going to stop it from being boring. It certainly didn't stop me from uninstall Age of Conan before I got b level 5 when I realized it was all quest grinding.

  DavisFlight

Novice Member

Joined: 9/25/12
Posts: 2604

10/03/13 10:29:50 AM#15
Originally posted by Psistorm
Since people were arguing the switch from an "X of X" tracking to a bar - re-read the article. They are explicitly mentioning that they are also making it so that you can choose to say, smack around  a hard monster for more completion etc. I can only assume that they will further expand on this idea. That, along with credit for open tagging sounds like quite an improvement over the current system.

So instead of killing 10 bears, I can kill 1 big bear?

That's... not much o f a change at all. I'm still being herded by NPCs to go kill monsters to complete a quest to level up.

  Sho0terMcgavin

Apprentice Member

Joined: 3/13/13
Posts: 318

10/03/13 10:34:33 AM#16

Tagging is one of the things from GW2 I hoped more mmos would follow.  Not because it's easier, but because I find people aren't such assholes like in other mmos.  You could be waiting patiently for some mob to appear to finish a quest.  Here comes an entitled stupid kid who steals it after waiting for 3 seconds when it was clear that you are already (and have been) waiting for it.  This type of behavior ends with this system.

 

Cannot Wait to play this game otherwise!

  Kaynos1972

Spotlight Poster

Joined: 2/10/04
Posts: 2323

10/03/13 10:36:16 AM#17
Not impressed, seems lots of work just do kill stuff.   All i saw on that video is player and monster exchanging moves with telegraphed AOE on the ground.....    For me it just seems a lot of buttons mashing to achieve what we used to be able just by clikcing once, is that supposed to be better ?
  Sho0terMcgavin

Apprentice Member

Joined: 3/13/13
Posts: 318

10/03/13 10:36:54 AM#18
Originally posted by DavisFlight
Originally posted by Gazimoff
Originally posted by DavisFlight

But what did I expect, a new idea from one of the WoW devs? The game that has, to this day, never done anything new or unique in its entire 9 year run?

 

I'm a little confused here. Exec Producer Jeremy Gaffney never worked on WoW - he was the founder of Turbine, then moved over to NCSoft before joining Carbine. Development Director Mike Donatelli started out at Mythic on DAOC and WAR before heading on to Carbine. Although they have several ex-Blizzard devs on the team, I'm not sure which one you're referring to here.

Getting back to your point, questing feels like a grind in many games. You're tapping the same sequence of buttons to get the same result in a bunch of different locations, so it's bound to get repetitive. WildStar tries to improve on it somewhat through a new combat system that'll take a while to get used to, plus trimming quest text down to what you can fit in a Twitter message. But it's also better to take on bigger challenges and get your quest done faster, like tougher mobs or (possibly) multiple mobs. That sounds like an improvement to me.

A different combat system and less quest text (which was always skipped anyway) does not do much to improve the quest system. It's not a radical redesign like this writer implies, it's the smallest of tweaks. But I guess in the 8 years since creativity died in this genre, small tweaks seem huge nowadays.

Quest based leveling, by its very design, is boring. Certainly after 8 years of it, having different combat isn't going to stop it from being boring. It certainly didn't stop me from uninstall Age of Conan before I got b level 5 when I realized it was all quest grinding.

 

What mmo doesn't have quest grinding?  I understand you don't enjoy it, but it seems so trivial.  Also, give the game a shot before you have an expert opinion on it already.

  Greymantle4

Apprentice Member

Joined: 2/27/07
Posts: 806

10/03/13 12:04:17 PM#19
Originally posted by Kaynos1972
Not impressed, seems lots of work just do kill stuff.   All i saw on that video is player and monster exchanging moves with telegraphed AOE on the ground.....    For me it just seems a lot of buttons mashing to achieve what we used to be able just by clikcing once, is that supposed to be better ?

That's how I feel to much button mashing for my taste. When they announced you can get out of stun by mashing your button that was when I decided its not for me. 

  madnessman13

Advanced Member

Joined: 7/01/09
Posts: 91

drop pants not bombs

10/03/13 12:07:16 PM#20
Wild star is honestly one of the better looking MMORPG's coming out in the near future and from the sounds of it there doing a good job. there actually listening to there fan base and changing the game according to that for the most part. I'm also very interested to see how 40 man raids will do, i missed them in WoW but can't wait to try them in wild star. Keep working hard guys :D

madnessman

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