122161-feedback-game-update-10-feb-2015

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Hello Everyone - 
 
At this time maintenance has been completed. Please leave us all your feedback regarding these notes in this thread.
 
Cheers!	
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			R.I.P Renown Train.	
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Really happy with the changes to Genetic Archives and Datascape.
Will give us more flexibility now to proceed and happy to see some of the nasty bugs being removed.	
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Renown can no longer be gained while in a raid group unless the group is in a raid zone.
 
So a massive change was made to fix a relatively minor issue. My problem with this "solution" is that it is a blanket band-aid for a "problem" that will likely affect more than just the "renown trains."
 
1. What zones qualify as "raid zones?"
2. What about World Boss groups?
3. Does the R-12 containment area in Malgrave qualify as a "raid zone?" If not, will all players participating in the event no longer earn renown?
4. Scorchwing, Guardians of the Grove, Siege of Lightspire; every public event that has more than 5 people in it -- will we no longer be earning renown for these teams/events?
 
I knew, like many others, that Carbine was not happy with the renown trains. That it was not an exploit per se but that it was not "working as intended." However, as I had already feared, the fix will likely have consequences that reach beyond just the renown trains. I am sympathetic, because I see the reasoning behind wanting to "fix" the issue, but I am rather unimpressed with the implementation.
 
I'm sure it was the easiest solution -- as in, the easiest, fastest to implement in a short period of time. But it is not necessarily the best solution.
 
If you intend on keeping things this way, I would suggest adding the renown one would usually gain from being teamed during these events to the actual events themselves. For example, the reward for downing a World Boss is not only the drops of whatever gear/money, but also renown. The same would apply for completion of events like R-12 or Lightspire. That way you don't have to worry about raid teams farming renown, but people who participate in what are deemed "legitimate" raid events/activities don't also suffer. As a bonus, you may have teams that go out and do the events more frequently for the renown.
 
EDIT: The more I think about it, the better it sounds: Add renown bonuses to all public events. How many times a day do people do the Ravenous Mordesh event? Or any other public event in zones most people left behind and never looked back on? I can't even name most of them, because I breezed right by and missed them. It adds incentive for open world teaming and completion of public events, and wouldn't limit renown bonuses to max level players.
 
Edited for tone by me.	
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This is a very good question because if Malgrave R12 areas become "raid areas" then I have no doubt you'll hear that choo choo coming for those areas.
 
As you say getting renown for a kill just like XP on those open world bosses / events should definitely be implemented because that can't be exploited as there are respawn timers involved.	
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			and yet no engineer fix lol	
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This is a very good question because if Malgrave R12 areas become "raid areas" then I have no doubt you'll hear that choo choo coming for those areas.
 
As you say getting renown for a kill just like XP on those open world bosses / events should definitely be implemented because that can't be exploited as there are respawn timers involved.
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You know what, I was on the fence about the renown train, but if people are in R12 doing it, I have no issue with it.  R12 can use people hanging out in the zone.
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Here's my feedback:
 
Horrible short sighted change to renown that doesn't consider other aspects of the game
Change was released without any CRB comment toward the renown prices located on the vendor in the housing plot
 
I find it seriously depressing that Carbine can hotfix a patch to take away renown gain in under a week, but it's been 7 months and you still can't gain renown from PvP.	
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			Nice! I'm impressed with how quickly this patch and fixes came out. Very cool :)	
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Guilds
Forced rename of guilds will no longer pop back up on the screen right after performing a rename.You can rename a guild?	
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When you say:
 
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The Generator Rooms have been condensed into a single room to provide more flexibility in learning the encounter. The Firewall Power penalty incurred when enemies reach the Generators has been doubled to compensate.
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When you say:
 
 
Does this mean that both sets of adds are being moved to a single room, or simply that you have removed one of the rooms.
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			unidentifyde, that's why I ask. I read those over the weekend, but the patch notes this morning aren't clear. They make no mention of the buffed minis, and use the phrase "condensed into a single room" suggesting that maybe their plan from the raid forum had changed.	
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			My interpretation of it was that there would be only 1 room but the room would be the exact same other than a slight health buff to compensate for the extra DPS. I say slight because the health of the mini's already isn't that much lower than it was in 40man. You're right, what this means exactly isn't very clear. I would hope they didn't take it a step further and start changing mechanics or number of mobs.	
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			Looks like a good set of changes in a number of ways, Carbine. Nice job.  :)	
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Seeing that Astral Infusion change kinda reminded me of something. What exactly is the intended use of this skill? It is a high CD, high cost ability that provides a pitiful HoT, then it gives an absorb on you and the most injured target 5 seconds ago? 
 
As far as I can tell it's meant to be a tank healer's version of RoP, with 5 less focus cost and the T8 death defier. If that's the case, why is it such a high CD ability? Why do we even have two abilities that are so similar to begin with? The Astral change was a chance to completely reinvent it, and instead it's now just... dead on arrival. As is, it's going to be used to cheese a mechanic in one or two fights (or they'll just use a medic who's more suited for the job), and that's it. 
 
FFS, I just pulled it up and even the tier scaling is terrible. RoP gains 209 absorb a tier, AI gains +11 hp/tick on the HoT (+55hp total) aaaaaand +126 absorb per tier. I really want to like it, but with the other spells we have there is 0 reason to use it.	
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			Can't believe the speed at which this came out. I can only assume a bunch of these changes were pre-meditated you must have started on them 3-4 weeks ago if they just came out now. 	
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Guilds
Forced rename of guilds will no longer pop back up on the screen right after performing a rename.You can rename a guild?
 
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Pretty sure this is a leftover off the mega server merge, where potentially guilds could end up with the same name.
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			I just wanted to second veluriel's post above.  If we will no longer receive renown in a raid group for world bosses, rep events, etc then this solution is a no go and should hopefully be reworked somehow. 	
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I just wanted to second veluriel's post above.  If we will no longer receive renown in a raid group for world bosses, rep events, etc then this solution is a no go and should hopefully be reworked somehow. 
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Whoever is in charge of making decisions like this should really be questioned.  What kind of design decision goes through that removes incentive for people to group up in a MMO?
 
Honestly if the respawn rates are too high for that area---  wouldn't the smart thing be to nerf the respawn rates?   Its seems they just decided to make an overreaching, poor decision, and managed to get in there in record carbine patch time.
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The other room in exo lab has a much lower respawn rate.  Somehow, low respawns there is okay, but not in the renown room?
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They gave us no official statement, did not clarify anything, and have potentially (likely) screwed over a lot of people in the meantime.
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Whoever is in charge of making decisions like this should really be questioned.  What kind of design decision goes through that removes incentive for people to group up in a MMO?
 
Honestly if the respawn rates are too high for that area---  wouldn't the smart thing be to nerf the respawn rates?   Its seems they just decided to make an overreaching, poor decision, and managed to get in there in record carbine patch time.
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two very bad bugs here that affect pve that came with todays patch:
 
when you kill the last boss of a dungeon  even if there isnt anymore objetives the dungeon dont end, so you cant get a medal and when you leave get desserter debuff.
 
 
Also if you are in LFG and someone leaves and you invite someone from your friends to fill that spot, your friend cant use the teleport to instance, that was working yesterday btw.	
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			The lvl46 weapon attachment craft is bugged. It is craftable without any power core but only green weapon attachments can be generated. 	
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day two of being unable to do pve, heres a picture as evidence, a normal SSM being on top of the dead body of selene without completion and well got bore. This problem started with the 10 feb patch	
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day two of being unable to do pve, heres a picture as evidence, a normal SSM being on top of the dead body of selene without completion and well got bore. This problem started with the 10 feb patch
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			thanks for letting us know about the hotfix, i hope is very soon and not soon . i love wildstar pve and this affect me :) keep the great job	
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			I reckon I've done a vet ssm while getting that objective and still hit the problem in the end. This really sucks though as a fellow guildmate was just about to get attuned to get into GA but can't due to this.	
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