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Wildstar WildStar Wednesday: October Game Systems Update

Valadrill

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By David "Scooter" Bass - October 02, 2013
It's been a while since we've mentioned the B-word, hasn't it? (Um, we're talking about "beta," not sure what you're thinking about.)
Anyway, this week we thought we'd give a little update about where we're at in development, what changes we've been working on since the last beta phase ended, and where we go from here. We'll be referencing Mike Donatelli's State of the Beta from August, so if you haven't read it yet, go do that right now. It's cool, we'll wait.
Back already? I bet you just skipped ahead so you could check out the new hotness. That's fine, I'll just remember that next time you're begging me for a beta invite because you have such great attention to detail.
I want to talk about three major systems we've been working on in the last few months that needed some major facelifts. They're not quite done yet, which is why we're still holding off on the next beta phase, but they're in a basic working state, enough that we're comfortable pulling back the curtain a little to show off the progress.
Leveling Up


A common piece of feedback we heard during beta was that leveling up was, to be frank, boring. You dinged, there was a cool little animation that played, but then what? Is it worth making the trek back to town to purchase new abilities from the ability vendor? Did I unlock a new dungeon? What did just earn for reaching a new Path level?
The game now answers all of these questions for you through the new Level Up interface. When you level, you'll be able to click to pop open a window, showing you all the new class benefits, game features, and so on that you've unlocked with your new level.
By making what you've unlocked much clearer, leveling up feels much more like a celebration, and less like a paralyzing choice of what to do or where to go next.
Ability Loadouts


Gaining new abilities as you level feels great, but it can also be overwhelming when you're not sure what situations the abilities are appropriate for, or which one is more suited for tanking or for DPS.
Enter, the new Ability Loadout UI.
Abilities are now sorted at the top by Assault (i.e. DPS), Support (i.e. Tank or Heals), Utility, and Path, making it much clearer which abilities fit into which spec. This allows players to build their Action Set with the abilities they want much faster. We've added sorting of the abilities you've unlocked vs. ones you will eventually be able to purchase, and also made it simpler to add/remove abilities from your loadout quickly.
New Quest System

This is the big one that's been taking up the majority of our Content Systems team's time over the last few months. As mentioned in the last State of the Beta update, we agreed that our quest system needed some work to make it feel more like a modern MMO. Happily, our first major revision of the quest system has been completed!

Quest objectives are no longer listed as "Kill 6 Squirgs." Instead, you gain progress across a bar the more creatures you kill. I can already hear most of you saying "So what? Big deal! You just changed it visually so that you could mess with our minds, this doesn't actually change the fundamentals of questing." Well, sure, I guess the cynics could look at it that way, but the true benefit becomes clear once we add in two extra features:
WW_QTUI.jpg

  • Creatures of varying difficulty can now count for more or less quest credit rather than every creature incrementing your kill count by one. Kill a Squirg? Maybe you earn 16% towards your quest objective. Take on a MEGASQUIRG DESTROYER™? Suddenly you've completed 40% of your quest with one badass kill.
  • Open tagging is now in the game. See a dude or dudette having trouble with a critter? Run over to help them take it down, and you'll both gain XP, quest credit, and loot for it. Even if you're not grouped with them!
These combined improvements to questing are definitely one of the largest changes we're most excited about, but it's also one that requires the most extensive internal testing.
The specifics of Open Tagging are crazy complex and we could spend an entire devblog talking about the system behind it. For now, rest assured that we've kept in mind the usual concerns about open tagging when implementing this system, including powerleveling concerns, high-level gank squads, and the oft-used "tag-and-forget" scenarios that terribad players use.
We're also putting tons of polish and love into all four of our classes right now because we want to start diving deeper into them in a very public way in the near future. Wait, did I say four? It's six, I meant six.
That's about it from us; it's time we head back to our desks to keep working towards the next phase of beta. See you next week!

Source :http://www.wildstar-online.com/en/news/october_game_systems_update.php
 
I wonder if some of the changes will include a talent like system, at least it kind of looks that you can with the different tier of each ability in the pictures shown.
 
I love the huge PROTOTYPE in the back of the pictures for people who are too dumb to understand what beta means.

Anyhow, Showing what you can do with your new level is awesome. Something I missed in a lot of games. Well and the rest was already known wasn´t it?
 
Hopefully, open tagging doesn't trigger when tagged by an opposing faction. That's just too much carebear for my blood. I like the kill sharing in the same faction, though. It helps prevent griefing and removes the need to corpse camp for quest completion.

What class is that example from? I'm leaning Spellslinger, but I'm not sure.

It looks like new zones are unlocked while you level? That's fine and good for new players, to guide them where to go, but when I make my 5th alt, I may want to take them on a cross-country lowbie trek, just for lulz. I'd like to have that option and not be gated. That also opens more opportunities for random guild shenanigans, like the fabled Charr Diving Event.
 
Hopefully, open tagging doesn't trigger when tagged by an opposing faction. That's just too much carebear for my blood. I like the kill sharing in the same faction, though. It helps prevent griefing and removes the need to corpse camp for quest completion.

What class is that example from? I'm leaning Spellslinger, but I'm not sure.

It looks like new zones are unlocked while you level? That's fine and good for new players, to guide them where to go, but when I make my 5th alt, I may want to take them on a cross-country lowbie trek, just for lulz. I'd like to have that option and not be gated. That also opens more opportunities for random guild shenanigans, like the fabled Charr Diving Event.


It looks like from one of the <REDACTED> classes.

I think the point of this was to show what new things are available, not necessarily that they are locked until then. Some things will be for sure, but for your lowbie trek I would think the open world would allow that :)
 
We're also putting tons of polish and love into all four of our classes right now because we want to start diving deeper into them in a very public way in the near future. Wait, did I say four? It's six, I meant six.

Let me quote that again

It's six, I meant six.

as if we needed anymore proof that they're planning the class reveals...which will still be awesome even though we know what they are.
 
The tagging system reminds me of GW2. It seems like the entire questing system is being copied. Not a bad thing as I enjoyed the GW2 questing system. I think instead of just having specific areas with quests associated with it we will see some of that mixed in with normal quest giver and item given type quests.
 
The tagging system reminds me of GW2. It seems like the entire questing system is being copied. Not a bad thing as I enjoyed the GW2 questing system. I think instead of just having specific areas with quests associated with it we will see some of that mixed in with normal quest giver and item given type quests.


This isnt a bad thing imo.
 
The tagging system reminds me of GW2. It seems like the entire questing system is being copied. Not a bad thing as I enjoyed the GW2 questing system. I think instead of just having specific areas with quests associated with it we will see some of that mixed in with normal quest giver and item given type quests.

I also like the tagging in GW2, but it was missing the key ingredient of opposing factions. I like having reasons to fight the other faction beyond pure genocidal urges, like competition over resources and quests.
 
I also like the tagging in GW2, but it was missing the key ingredient of opposing factions. I like having reasons to fight the other faction beyond pure genocidal urges, like competition over resources and quests.


Open world PvP for the wins.
 
Was I the only person in the world that hated questing in GW2? I was so bored I gave up on it right after the newbie area. It honestly though might have been because there was no real team play in the game though. Anyway, that being said I like the sound of the changes they are making to the system, however the system itself makes me afraid.
 
Was I the only person in the world that hated questing in GW2? I was so bored I gave up on it right after the newbie area. It honestly though might have been because there was no real team play in the game though. Anyway, that being said I like the sound of the changes they are making to the system, however the system itself makes me afraid.

That seemed to be AltTab's main complaint- it felt like parallel play, even in dungeons where cooperation should be king. I think that will be fixed by WS using the trinity. Players can't tank, dps, and heal themselves all at once, forcing cooperation.

The skill loadouts look interesting as well. It could allow for some fun balancing of classes and specs in raids. I do hope that there is more than one way to fulfill each role (ie providing crowd control or a certain buff), and one class or spec isn't absolutely required for success.
 
That seemed to be AltTab's main complaint- it felt like parallel play, even in dungeons where cooperation should be king. I think that will be fixed by WS using the trinity. Players can't tank, dps, and heal themselves all at once, forcing cooperation.

The skill loadouts look interesting as well. It could allow for some fun balancing of classes and specs in raids. I do hope that there is more than one way to fulfill each role (ie providing crowd control or a certain buff), and one class or spec isn't absolutely required for success.

The dungeon system failed because of a lack of class roles. It was an ambitious effort to remove class roles so any 5 players can play together, but unless you were in a group of people you knew and could coordinate with it was near impossible (at least for me) to get through a dungeon. And even then it felt like I was smashing my face against a keyboard over and over until the bosses died. It took way too long to complete them.
 
The dungeon system failed because of a lack of class roles. It was an ambitious effort to remove class roles so any 5 players can play together, but unless you were in a group of people you knew and could coordinate with it was near impossible (at least for me) to get through a dungeon. And even then it felt like I was smashing my face against a keyboard over and over until the bosses died. It took way too long to complete them.


That was probably the most fun in GW2 for us...the community events we took part in and organized and the dungeon runs we had.
 
That was probably the most fun in GW2 for us...the community events we took part in and organized and the dungeon runs we had.

Fun yes, but when playing solo there wasn't much to do except grind 100% and WvW. I could never get a successful group going into a dungeon with a bunch of randoms. I think I am too ingrained with the trinity.
 
Fun yes, but when playing solo there wasn't much to do except grind 100% and WvW. I could never get a successful group going into a dungeon with a bunch of randoms. I think I am too ingrained with the trinity.


You lacked a good group of people! Also I have an ingrained hatred for PuGs from the later days of WoW.
 
That was probably the most fun in GW2 for us...the community events we took part in and organized and the dungeon runs we had.


This is probably what I am most excited for. In-game player driven events and always having enough people for a 5 man.
 
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