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All Posts by Dragnog

All Posts by Dragnog

3 Pages 1 2 3 »
54 posts found

Perhaps the banning of resource bots is just a band aid on the underlying issues; resource collection is boring.  I propose that a better solution would to have a paradigm shift from resource collection as "busy" work to it being much more meaningful.  The reason that we see this type of behavior is because there is a market for the service of dealing with this "busy" work, so the best solution is to take away the need for it in the first place.

I feel Carbine has taken a step forward in this, but perhaps it was not a step far enough.  I don't feel that that resource collection like this and most other MMOs in a core concept that adds value to a game.

From what we have seen of the crafting system so far; How comfortable do you guys feel about it now? Do you still feel that there is work to be done on the basic system or are you just filling in the blanks now? 

Originally posted by BadSpock

Oh yes, all the level 50 raid gear with empty materia slots is going to need crafters to slot it.

And to get the materia for slotting, you have to 100% spiritbond gear and then deconstruct it.


I think there are going to be people (maybe crafters themselves) that build level 50 gear, sell it, wear what they don't sell and then spiritbond it to 100% running FATE or dungeons etc. and break it down for materia to sell.

As well as selling their services slotting materia to people w/o crafting skills.

Does Raid gear currently have Materia slots?

Originally posted by free2play

Crafted gear might not have the highest database values but the stuff that 'beats' it is stuff needed for very specific content and it is obtained doing that very specific content. Crafted gear is the alternative for people who don't want to do that very specific content as it requires you to devote a lot of time to multiplayer raids.


As a hard core crafter, I am happy to make the compromise. If you insist on having gear that has the highest database values, do the raids. I'd rather grind crafts and avoid the LFG system and I have no problem with my gear being a little lower in values as long as it gets the jobs I am doing, done.

This comes back to the argument I hear often. It is about how you reward each of your particular player base niches in an MMORPG. It appears from what you are saying that not having to deal with people is it's own reward. I am not sure that the amount of effort involved is meaningful in comparison to the rewards attained. It seems to be a continual issue in MMORPGs and of course most players will take the route of least resistance and crafting is not that in this game. 

Originally posted by Knightblast
Keep in mind that you need a crafter who can craft the same level as the gear in order to insert materia -- that's critical.

Thanks for that clarification - I will keep that in mind. 

Thank you for that elaboration Knightblast. I would assume that such things are happening in all professions at some level or another, but it will be more prevalent with the craft that makes (some if not the most common pieces) of crafting gear.  
Originally posted by Knightblast

For botany, however, due to the diremite webs fiasco, cotton bolls are in huge demand now, so they will probably make more money in the short term than shards will.

Can you elaborate on this?

Originally posted by angebleu
Do you guys know when would the game will be restocked on the website? I know I'm stupid for not pre-ordering the game but I'm really interested (even with the server woes).

I have not seen any discussion about this at this stage as at the moment they are struggling with the people playing the game already (as I am sure you are aware). As a guess I would say if everything goes well with this server upgrade, possibly in the next couple of weeks. If it does not, just wait for a month, by then a large group of people will likely stopped playing so I am sure they will start selling again. 

Originally posted by Talketzanto
Hola, I started a Botanist for the purpose of making money. I heard something about shards but not sure what they were talking about. Can someone give me a little bit of info on these shards I can sell for profit?

I assume that you are talking about the elemental shards? When you go and use your crafting skill you can select to collect a type of shard instead of a material. Just have a look in your gathering log to let you know where you can collect what type of shard. I would assume the best ones to get would be ones used in Weaving, Alchemy and Cooking. 

Thank you for the feedback and I am enjoying the crafting at the moment. It would have been nice after spending all the time doing to have some amazing gear to show for it especially if it is going to need high quality materials.

It seems a bit odd to put in a set of "classes" that specifically make items and then not make their stuff the best. Sure there should be a way to get relatively good gear, but it seems if you are going to have more than 50% of the classes related to crafting then they should have something spectacular to show for it. 

Anyway it won't deter me from my crafting craziness!

Can crafted gear compare or actually beat seal gear?

It seems like a great deal of work for something that can just be attained through seals. Am I missing something?


Originally posted by Margulis

Personally there are a lot of things that interest me about Wildstar and that I like.  This is not one of them.   I don't agree at all that 40 man raids = more challenging, nor fun.  To me 40 man raids = more hassle and less people that will ever experience the content.  In this regard I think the devs are stuck in a 2005 MMO state of mind where MOST of the mmo community is moving, or has already moved, away from that.  Sure, some people will be excited about this, but who is that going to be?  The hardcore raiders - and what percentage has that been shown to be in mmos'?  10-20% at the most.  So again it's back to making the main focus on content that so little of the game population will ever experience or enjoy - and how does that make sense? 

And that begs the question - is raiding going to be the main elder game focus?  Evidence would point in that direction - what is being talked about the most over and over in videos, having articles written about it, etc?  Raiding.  There have been very few comments or focus about this end game solo content and a bit more regarding pvp - but not much.  And the comments I've heard about the solo elder game content in videos make it sound like it's a vision they have - not something even really worked on in depth at this point, where it seems the raiding definitely has been.  So where's the focus?  Seems like raiding to me.  And I guess if you're one of the few really hardcore raiders out there you'll love this.

I can understand where you are coming from in terms of 40 man raids seeming less challenging and I would suggest that the percentage is actually much smaller than 10%, but more in the range of 1%. Of course a percentage is not necessarily helpful in determining a size of popluation, it only compares it to the rest of the population. 

The term hardcore and casual are used so much to in my opinion have lost all meaning. I think instead it should talk about commitement time to a particular style of game play. 

I don't believe that the main focus of the game is going to be raiding though I do believe that both sides of the coin (raiders vs non-raiders) do believe that it is going to be the case. I do think that it is probably one of the easiest parts of the game to be able to market especially to their target audience for this "end-game" content. It also makes sense to release this first to give guilds opportunity to start finding members. That is why I expect to the next "end-game" content to be released is to be Warplots for a similar reason. Solo play will be the last to released because it has the most content (which they are still building).

I do like the fact that they have seperated the main story line from raiding (which they have said on numerous occasions) which I feel is the component that is mainly going to focus on solo players.

What would  you want to see for solo players? I assume that you spend quite a bit of time soloing so what would y ou want more of?


I will watch this column with interest....

It sounds like the great social experiment is working... 

I would respectfully suggest that you don't actually like the people you are playing with. Now that you are not forced into some false represention of social interaction, you can no longer find a reason to group with your guild. 

I personally like this because it means that real social interaction can happen instead and so I would rate that as a success. 

I've hit 80 and realized that I am not playing optimally. I really need to look more closely at combos, boons and conditions. In time I am sure I will get it, maybe in 200 hours or so I would expect...
This look like a quest chain for a set of dynamic events and I you may eventually see something like this in Gild Wars 2. This morning I was playing a sort of similar event chain, you had to lead a party of explorers down into a mine to try and find survivors. Once you had got down there you established a base camp and had to defend it. Once that was complete you had to take the researcher out to find the items that were littered over the mine. That is as far as I got but I can see that something similar to this could be done easily in Guild Wars 2 as the event technology is already inplace to do it.

I have found that Engineer for me personally has to specialise more than other classes. I am not 80 yet (only 58) but it has given me a chance to play around with the talents. Many other classes feel quie homogenous in their approach but when I look at the engineer you seem to take on a more specialised funtion. 

Currently I am running a more support role, using the Elixir Gun as my main kit. I have found that most builds I experiment with revolve around a single kit  with atleast one elixir and a turret of some description. What has everyone else been experimenting with?

Cool well I wish you good luck on your Mellee Endevors!

I am probably going to have to swap to a melee based build to try and get some more control when I group with my guild because no-one has taken on a Control Function, instead Damage is seen as being their most important thing which as I am sure people will figure out in time is not always the case.. Mine is more for dungeons in particular.

I would suggest something like this for PvE at least:

Instead of using the med kit go for Elixir H which will give you some protection as well. I also like to use Cleaning Formula 409 (Major Trait) so that you can get rid of conditions that you will invaribly get.

Because you are using  Backpack Regenerator (Major Trait) I would not worry about using the Healing Turret. 

You could swap it around and go heavy turrets, but then I would go with more of a ranged/controlled approach using the Tool Kit for repair instead. 

I put the Flame Turret to give you a little more conditional damage as you dance around the enemy, but you could swap out for a gadget of some description.

PvP or PvE are we talking about here?
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