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All Posts by GoldenArrow

All Posts by GoldenArrow

56 Pages First « 4 5 6 7 8 9 10 » Last
1116 posts found
Originally posted by Malabooga
Originally posted by Krimzin

Getting to max level is fine and good, but you still cant raid.
The keying system takes a minimum of 2 weeks. Takes 150 gems(forgot currency name) to but the initial item to start the keying process. You can only get 140 per week.
After that you can start the process which in itself isnt easy.

Not to mention Gearing from the level 50 dungeons just to be able to survive the raids.

There are time restrictions put in place to slow players down.

Then you have the 7day lock out periods like other MMOs.

You have to clear all 20man content to progress to 40 man, and again with the gearing for 40 man.

There is a lot of things to keep you busy.

Having gated contnt isnt magically  more content. Any game can have 1 thing you can only repeat once a week and you need to do it 10 times.

Now suddenly game has 10 times more content? lol Its mindnumbigly dragging content out. Something that fails more and more each time its introduced.

I agree about the gated content. I've said this many times in other threads but gated content is the worst thing to have happened to the MMORPG genre. In Wildstar however you are allowed to "fill" your weekly quota by doing anything in the game. You are not forced on some shitty daily quests or daily dungeon or daily PvP.

You can _choose_ and that's what I like about the game.

Healing in Wildstar is very stressful especially in dungeons.

1) The telegraphs make healers spend a lot of time dodging as well.

2) Interrupt armor requires healers to use interrupts in certain fights.

3) The game is filled with raid-like mechanics which put extra stress on healers in 5-man content.

I can see this as a huge challenge especially for pugs where people sacrifice personal utility for deeps/aggro and are slacking in terms of focusing in the fight to avoid as much damaage as possible.

Overall the dungeons require the whole 5-man team to be on their toes which is _very_ different from other themeparks.

I'd definately roll a tank/dps over heal/dps if I wanted more "relaxed" role.

Originally posted by muthax
Originally posted by GoldenArrow

Most of MMORPG players prefer soloing and most of the casual players doom and gloom a game if it's not fun for the first 10 minutes into the game.

Wildstar has plenty of good features and options on how to play it but unfortunately people are drawn away by the cartoony graphics and horrible first experiences until you hit 6 (if you PvP), 15(if you like easy PvE) and 20(if you enjoy challenging PvE).

In my opinion carbine should've thrown a 5-man dungeon right at the start of the game and let people bitch and moan about the difficulty, atleast they wouldn't be bored.

Yeah I wanted to try crafting but I couldn't get myself to get past lvl 9, it's just so boring and clunky. Really dunno how they are expecting to attract casuals

Might be another 'TERA' in the making (as in F2P by end of summer)

Well they are definately aiming for the hardcore gamers but I wonder if it's enough to pay the bills.

Personally I think they skipped their homework on the "attracting casuals" -part.

However the game has a lot potential so going F2P with "VIP subscription" might work out fine for them.

If they keep adding content every 28-days like they've promised, Wildstar is definately worth the sub.

This said if  you are any good in computer games and have some time on your hands you can play it for free.



GW2 content updates have been mostly crap. The april feature pack was good (Which took them years) but the two week updates are pretty much bit of story thrown into your face with new dailies.

Almost 2 months from launch.

Not a single update. They've only fixed quests (which should've worked from the beginning) and some other very small hotfixes.

ESO is definately not worth a monthly sub. A month here and there when they do release updates, the content isn't coming as it should be.

Most of MMORPG players prefer soloing and most of the casual players doom and gloom a game if it's not fun for the first 10 minutes into the game.

Wildstar has plenty of good features and options on how to play it but unfortunately people are drawn away by the cartoony graphics and horrible first experiences until you hit 6 (if you PvP), 15(if you like easy PvE) and 20(if you enjoy challenging PvE).

In my opinion carbine should've thrown a 5-man dungeon right at the start of the game and let people bitch and moan about the difficulty, atleast they wouldn't be bored.

Originally posted by Miiu
Originally posted by azzamasin
And this is why Wildstar combat is bad.  Same reason with ESO.  You do not ever create hybrids of the 2 core combat systems.  It ruins the visuals of the game.  You go PURE action or PURE Tab.  Not BOTH!

There is no mix of any kind taking place. You can tab target someone or mouseclick on a player but the only thing that gives you is a health number and class information. The aiming is still done manually. Your spells/skills will never go for the target you have highlighted.

Unless the ability falls under the category of "Targeted".

However I havent' seen too many of these in the game, spellslinger for example has 3 out of 30.

Thumbs up for admitting their failures.

I don't understand this logic.

ESO /w 15$ a month  = Shit game.

ESO /w F2P = Awesome game.

Price tag doesn't improve a game because what is most valuable is the players/gamers time.


Simply put:



Originally posted by sinni800

While I didn't catch the magic of DaoC PvP that video of it had some serious lagging on some of those guys, jumping around like hell... 

That Wildstar PvP really seems like a mess of people on top of each other spamming skills... I thought with the telegraphs people would be very tactical about it :P


Zerg vs Zerg always looks like a "mess" no matter which game it is.

Personally I think Wildstar shines in small scale especially in the arenas.

How warplots turn out, only time will tell. The devs have been saying that the best tactics revolve around creating smaller task forces to take out the objectives instead of running in a 40 man zerg.

Wildstar does offer ranked battlegrounds, ranked arenas and ranked warplots which all give equivalent gear. You can really choose the one you enjoy the most.

You mean 30 abilities with each two tier upgrades and very limited amount of ability spoints to spend.

You can max out 3 abilities (most likely 2 and rest points to fill your ability bar).

Then we have the amp tree with 6 segments in which you can only max out one and half of another (again you probably won't).

Amps themselves give customizations to your stats,  modify your abilities, give passives and unlock new abilities

At level 50 you'll start gaining elder gems which can be used for different kinds of upgrades including more ability/amp points to even further diversify your build.


Wildstar has tons of customization while there usually will be cookie cutters I can gurantee we won't see identical builds and players around. From PvP perspective the customization and 8 ability limit makes the game exciting because you'll never know how the opposing player has build their dps/heal or dps/tank character.

The endgame in AA is pretty much running dailies and daily dungeons.

After that you choose your own activity to fill out the rest of the day.

There's plenty to do but not many clear objectives, you have to set them yourself.

Love the spellslinger, but I'm a sucker for dual wield pistols.

The combat is very similar to other action combat mmorpgs.

The main difference is that with telegraphs you'll see where the weapon/attack will hit. The feel might be different but the logic behind is the same.

Paths are a nice idea but very poorly executed.

You are running the same quest trails but with minor twists depending on your chosen "path".


Personally I think action combat and PvP are reasons to be excited.

Housing is just a minigame to maximize your rested XP and get buffs.

Raids seem challenging but the forced raid sizes (20 & 40) with weekly lockouts is the usual crap in themeparks.

The 5-man "elder" dungeons seem rather interesting in terms of difficulty though.

Carbine seems to communicate a lot but haven't seen much action taken yet. Performance issues have been around since early betas and not much has changed as we are few weeks from launch. Too early to tell if Carbine ends up being all talk.


40vs40 and people communicating tactics over VoIP.



Both teams are trying to win to gain rating which gives them better warplots and gear only attainable through warplot success.


Only thing I see brainless and aimless is this thread.

The issue with veteran ranks is not the increased difficulty.

It's the lack of rewards, real progression and the way the difficulty is increased (more health, harder hits, a lot longer to kill).

Going to play purely PvP as a healer/burst dps hybrid and as such I will choose Spellslinger.

Crashing name reservation isn't a major issue...

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