|4 posts found|
OP 8/27/13 10:39:22 PM#1
Anyone find anything currently released that is similar? I like the combat ideas I'm seeing.
Hard Core Member
8/27/13 11:14:33 PM#2
As Wildstars biggest feature is to bring back old school difficulty and challenge there is very little. Maybe the closest game that might also appeal to old school players might be FF14.
In regards to Wildsatr being the savior for raiders there really is not much left to compare. Rift is arguably the only raiding game left with any degree of difficulty but they have gone a different direction on difficulty the last year and most raiders have left. So no there really is not anything of comparison on the market in terms of raiding. WS' target seems to be old school EQ1/EQ2/WoW raiders even if they are left now currently without a game.
In regards to emphasis on endgame. Rift is probably the closest competitor as it has the largest and most evolved endgame at max level of any MMO.
In terms of housing. Probably Rift as its Dimension system is by and far the best housing system on the market.
In terms of an emphasis on crafting and this remains to be seen whether or not WS has crafting worth more than talking about. The two best crafting games on the market would be Vanguard and EQ2.
If its an emphasis on PvP. I am not sure one can argue that WS has an emphasis on PvP. Although the warplot system sounds very cool. There really has not been a pvp game worth playing since Shadowbane and DAOC.
In terms of combat mechanics, there are similarities to GW2, Tera and Neverwinter.
In terms of telegraphs you have seen these in most all recent raid games from WoW to Rift except Wildstar using them on every mobs rather than just raid mobs.
To answer you question no there really is nothing out there like Wildstar on the market. Wildstars defining feature is to bring back difficulty, challenge and target the hardcore. Carbine hopes to teach casuals to become better players. Rather than the philosophy we have seen in recent MMOS where the idea is to hope everyone can dumb down their play to that of the worst player. It is a daring concept which is certainly questionable if it will successful.
8/27/13 11:24:05 PM#3
Minus a few things here and there this game looks as themepark as it comes. I would say play RIFT - it's a generic theme park but is done with quality and the rifts are kind of boring but the zone events can be a lot of fun. Also it has the same type of combat as Wildstar is touting just not as in your face - it has a telegraph like system where many bosses and enemies have abilities that givesa preview on the environment as a cue to run away from and so forth.
9/03/13 8:46:44 AM#4
You'd need to mash together a few games to come close to pulling this off something comparable and even then, you really can't do it. WildStar is a unique bird, that's for sure. I honestly don't know where you could find a game with everything WildStar brings to the table.
Combat is like a mash up of WoW, GW2 and SMITE. Even this doesn't really explain it, but it's the closest I can think of.
From what I've seen, WildStar doesn't even try to reinvent the MMO but simply incorporates many things from a host of other systems. Then, it adds it's unique twist to them. Some things are innovative, but it's the combination of all of them together in one game that makes it tough to find a comparison.
The game features the Holy Trinity but each class will have 2 roles available (all will have dps and each with have either Tank or Healing. It is my understanding that none will have all three). During CBT3 a player could switch out their set of gear and skill bar (out of combat) and immediately access the Milestones that would allow them to fulfill their chosen role. It's uncertain if this will continue to be the case after the upcoming revamp.
Solo PvE: casual, episodic with monthly updates. Supposedly plenty of this stuff to keep people subbed.
Group PvE: dungeons moderate difficulty, raids super hard. For the hardcore, rewards for firsts, fastest each week. Raids will switch up mechanics each week (new doors opening, some closing - mobs changing). Thousands of hours of content here and due to random elements will remain interesting. Some weeks will be more difficult than others - but all players will run the same config each week.
PvP: open world, battlegrounds, arenas (familiar stuff) and Warplots (20 v 20 or 40 v 40 town vs. town). Leaderboards, rankings, titles and plenty for the hardcore. ELO rating to ensure fair matching and unranked fights available as well.
150 hours to level, but there is no 'bloat' built into the middle game to artificially keep people from leveling faster i.e., no grind. This also doesn't include path content or crafting. Yes, you get xp for PvP.
Path system which generates content based around the player's preference (exploring, fighting, learning or socializing.)
Massive player housing system (not required for players who don't enjoy this kind of thing). Players can install mini-dungeons (called Expeditions), challenge events, vanity plugs (like a giant piano keyboard w/ record option or a whirlwind that lifts you in the air to get a bird's eve view), portals to raids, personal mailbox and bank, gardens, and so on, and so on.
Sub fee, no cash shop. CREDD system for players who don't want to pay a sub.
MMO that's not trying to distance itself from MMO's. Marketing department that doesn't bash other games or studios or try to claim that their game is a savior to a broken genre. Proud to be an mmo that respects tradition and adds to it with some new ideas.
While this game might not be everybody's cup-o-tea, there really isn't anything else out there that compares to it right now - at least not one game.