117803-suggestions-for-wildstar

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First of all, if this is posted in the wrong place, can Moderators please move it to the appropriate sub-forum?
 
I really enjoy WildStar. It’s currently my favourite game and I spend a lot of time playing it. The combat is fast paced and unique, the levels are really nice, colourful and fun to explore, and the story is really interesting. As with all games however, I feel like they could add or change a few things to make it a more enjoyable experience for some people. These are the suggestions I have.
 
 
1. Make MedSprays unusable at full HP
 
This is the biggest pet hate I have in this game and the one thing I desperately want to see changed. I have my MedSprays bound to my X key while my Datacrom and Mount are bound to my C and Z keys respectively. Due to this I often find myself accidentally using MedSprays, when I’m trying to answer my Datacrom, or use my Mount, meaning that I can’t use MedSprays when I need them or I run out at crucial moments, which I find extremely frustrating. In almost every other game I’ve played, such items are unusable when your character is at full HP so players don’t accidentally waste them. I don’t want to bind my MedSprays to another key as I spent ages, when I first started, trying to find a layout that suits me, and X is the key I chose for them.
 
2. Allow Cross faction mail if a player is trying to send mail to one of their OWN characters on the opposite faction
 
Something else that bugs me a lot but nowhere near as much as the MedSpray thing. Yesterday, I opened a Dye Box (Case of Coordinated Colours) and received a Dye that I was desperate to get on one of my other characters. Problem is, the character that opened the crate was an Exile, while the character I wanted to have the colour is Dominion (Chua). As my Chua can’t get Dye Boxes as easily, and the Dye is quite rare, being able to send him the Dye through the mail would be really helpful.
 
3. Make Soulbound items account bound, not character bound
 
Problem related to the above issue. The Dye I received in the Dye Box is Soulbound to my Aurin. Normally this wouldn’t be a problem, except that my Aurin has already used the Dye meaning that the second one is completely useless for him. I can’t send it to my female Aurin either, because of this, and I don’t want to sell it to the NPC vendor as it’s quite a rare Dye (2.58%) and, knowing my luck, I won’t get another one without having to open hundreds more boxes.
 
An alternative to the soulbound Dye issue could be making all Dyes and mounts (rare ones from Boom-Boxes, not NPC vendor ones) used on one character available to all characters on an account, regardless of Faction.
 
4. Merge the Commodities Exchange and Auction Houses between PvE and PvP servers
 
I have characters on both Jabbit and Luminai, and the price difference between the 2 servers is huge. I want some rare Dyes for my female Aurin (who’s on Luminai) but either can’t afford to get them, or no one is selling them, so I have to buy them on Jabbit with my male Aurin and wait till I have them all so I can transfer him. If the CX/AH were merged together, both servers would be able to benefit from it as the prices wouldn’t be as high and someone on Jabbit could get an item that’s only being sold by a player on Luminai and vice versa.
 
5. Make story quests repeatable, but provide no rewards
 
There are some quests that were extremely fun to complete, mainly the ones that give you an extra weapon, equipment etc (T key items), and it’s sad not being able to use these items ever again. I don’t know how easy it would be to implement but would it be possible to allow players to replay any of the story quests they’ve completed? Even if they don’t provide EXP, rewards etc, it’d still be fun to play them again (the throwing grenades into the bushes with Draken hiding in them (Celestion Exile quest) was rather entertaining for me, and the Lopp Wedding).
 
6. Better PvP rewards on PvP servers, and better PvE rewards on PvE servers
 
PvP servers are struggling with their populations compared to PvE servers so giving PvP servers extra or bigger rewards for completing PvP objectives might persuade more people to join these servers. They don’t even have to be new rewards, even an increase in Prestige gain (a big one for wPvP, 8 per kill is far too low IMO), money and EXP would be fine. PvE rewards (money, EXP and Renown gain) would be better on PvE servers as it wouldn’t be fair if only PvP servers got better rewards.
 
7. The ability to change your character’s appearance post-creation
 
A lot of other people have already suggested this so I won’t go into much detail. Adding new hair, skin and fur colours to go along with this would be cool though (green furred Chua please).
 
8. Rare enemies spawning more frequently
 
Just a minor thing, but I spent almost an hour camping around the area where 3 rares are supposed to spawn in Celestion (Asteria, Acacia and Atethys in the Heart of the Godwood) and they didn’t appear once, despite killing all the enemies in the area repeatedly. I left a few times to see if that would work but they still didn't appear and there were no other players in the area either.
 
Also, the enemy Shadowfall (Vulcarion in Algoroc) is bugged and sometimes spawns extremely high in the air, meaning that my Stalker is unable to hit it, but it spawned in a reachable place for my Spellslinger. It may have been fixed since my Stalker was last in Algoroc, which was over a month ago, however.
 
 
 
Image credit to Legnir on Jabbithole.com
 
 
 
9. All Lore available to all classes without needing help from another, for solo players
 
I mentioned in another thread that I don’t like leaving areas without first collecting all the Lore. Unfortunately I am unable to do so in some areas as they require a path that I don’t play (namely the DataCubes in Everstar Grove and Northern Wilds that require Scientists). If Carbine could move some of these to alternative locations, or provide other methods of getting them for other Paths, I’d be happy. There are also the Journals in Western Grimvault that are in the 5-person quest area which are impossible to get solo. Can these please be moved somewhere else? When I was playing through Grimvault, I hardly saw any players and I was playing on Jabbit (EU PvE). I’m shy as well meaning it’s more difficult for me to ask other players for help.
 
10. Allow players to choose whether or not their character's tail is visible when riding mounts
 
Something I remembered today. I don't like not being able to see my characters' tails while they're riding their mounts. It makes them look strange to me. I know that some people won't like seeing their tails while mounted, so an option for players to choose whether or not they can see them might be a good idea.
 
 
I don’t know how many of these are possible but these are just some things I would like to see implemented or considered. Whether or not Carbine decides to do so is up to them, but I will continue to play and enjoy WildStar regardless :)
			
				
	Edited November 10, 2014 by Greedy Chibi	
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			agree with everything except with what you mean by PVE rewards. - if you mean like an increased EXP gain then sure. - if you mean highly increased drop rate in raids and costume pieces that are PVE only then no fair :P	
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agree with everything except with what you mean by PVE rewards. 
- if you mean like an increased EXP gain then sure. 
- if you mean highly increased drop rate in raids and costume pieces that are PVE only then no fair :P
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Shadowfall is still bugged. Just a thing there.
 
Anyway, I pretty much agree with all of these except the increased money gained on PvE servers thing. Good list. I especially am frustrated by the soulbound dye thing, the inability to mail cross faction, and the character appearance change bit.	
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Shadowfall is still bugged. Just a thing there.
 
Anyway, I pretty much agree with all of these except the increased money gained on PvE servers thing. Good list. I especially am frustrated by the soulbound dye thing, the inability to mail cross faction, and the character appearance change bit.
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Thanks :)
 
Didn't think Shadowfall would still be bugged. I sent in a ticket when I first saw it and couldn't reach it, which was over a month ago.
 
I'm not aware of what the PvE rewards are, are they a lot better than PvP rewards? The reason I suggested the PvE reward increase is because I felt that only PvP getting better rewards would be unfair. If they're already better than PvP rewards, then just a PvP reward buff might be best.
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Well you see it would still be unfair because money > prestige for most PvPers as a bunch of things still cost gold for us too :D 
 
I don't much care if the PVE server got an exp buff. 
 
 
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First of all, if this is posted in the wrong place, can Moderators please move it to the appropriate sub-forum?
 
I really enjoy WildStar. It’s currently my favourite game and I spend a lot of time playing it. The combat is fast paced and unique, the levels are really nice, colourful and fun to explore, and the story is really interesting. As with all games however, I feel like they could add or change a few things to make it a more enjoyable experience for some people. These are the suggestions I have.
 
 
1. Make MedSprays unusable at full HP
 
This is the biggest pet hate I have in this game and the one thing I desperately want to see changed. I have my MedSprays bound to my X key while my Datacrom and Mount are bound to my C and Z keys respectively. Due to this I often find myself accidentally using MedSprays, when I’m trying to answer my Datacrom, or use my Mount, meaning that I can’t use MedSprays when I need them or I run out at crucial moments, which I find extremely frustrating. In almost every other game I’ve played, such items are unusable when your character is at full HP so players don’t accidentally waste them. I don’t want to bind my MedSprays to another key as I spent ages, when I first started, trying to find a layout that suits me, and X is the key I chose for them.
 
2. Allow Cross faction mail if a player is trying to send mail to one of their OWN characters on the opposite faction
 
Something else that bugs me a lot but nowhere near as much as the MedSpray thing. Yesterday, I opened a Dye Box (Case of Coordinated Colours) and received a Dye that I was desperate to get on one of my other characters. Problem is, the character that opened the crate was an Exile, while the character I wanted to have the colour is Dominion (Chua). As my Chua can’t get Dye Boxes as easily, and the Dye is quite rare, being able to send him the Dye through the mail would be really helpful.
 
3. Make Soulbound items account bound, not character bound
 
Problem related to the above issue. The Dye I received in the Dye Box is Soulbound to my Aurin. Normally this wouldn’t be a problem, except that my Aurin has already used the Dye meaning that the second one is completely useless for him. I can’t send it to my female Aurin either, because of this, and I don’t want to sell it to the NPC vendor as it’s quite a rare Dye (2.58%) and, knowing my luck, I won’t get another one without having to open hundreds more boxes.
 
An alternative to the soulbound Dye issue could be making all Dyes and mounts (rare ones from Boom-Boxes, not NPC vendor ones) used on one character available to all characters on an account, regardless of Faction.
 
4. Merge the Commodities Exchange and Auction Houses between PvE and PvP servers
 
I have characters on both Jabbit and Luminai, and the price difference between the 2 servers is huge. I want some rare Dyes for my female Aurin (who’s on Luminai) but either can’t afford to get them, or no one is selling them, so I have to buy them on Jabbit with my male Aurin and wait till I have them all so I can transfer him. If the CX/AH were merged together, both servers would be able to benefit from it as the prices wouldn’t be as high and someone on Jabbit could get an item that’s only being sold by a player on Luminai and vice versa.
 
5. Make story quests repeatable, but provide no rewards
 
There are some quests that were extremely fun to complete, mainly the ones that give you an extra weapon, equipment etc (T key items), and it’s sad not being able to use these items ever again. I don’t know how easy it would be to implement but would it be possible to allow players to replay any of the story quests they’ve completed? Even if they don’t provide EXP, rewards etc, it’d still be fun to play them again (the throwing grenades into the bushes with Draken hiding in them (Celestion Exile quest) was rather entertaining for me, and the Lopp Wedding).
 
6. Better PvP rewards on PvP servers, and better PvE rewards on PvE servers
 
PvP servers are struggling with their populations compared to PvE servers so giving PvP servers extra or bigger rewards for completing PvP objectives might persuade more people to join these servers. They don’t even have to be new rewards, even an increase in Prestige gain (a big one for wPvP, 8 per kill is far too low IMO), money and EXP would be fine. PvE rewards (money, EXP and Renown gain) would be better on PvE servers as it wouldn’t be fair if only PvP servers got better rewards.
 
7. The ability to change your character’s appearance post-creation
 
A lot of other people have already suggested this so I won’t go into much detail. Adding new hair, skin and fur colours to go along with this would be cool though (green furred Chua please).
 
8. Rare enemies spawning more frequently
 
Just a minor thing, but I spent almost an hour camping around the area where 3 rares are supposed to spawn in Celestion (Asteria, Acacia and Atethys in the Heart of the Godwood) and they didn’t appear once, despite killing all the enemies in the area repeatedly. I left a few times to see if that would work but they still didn't appear and there were no other players in the area either.
 
Also, the enemy Shadowfall (Vulcarion in Algoroc) is bugged and sometimes spawns extremely high in the air, meaning that my Stalker is unable to hit it, but it spawned in a reachable place for my Spellslinger. It may have been fixed since my Stalker was last in Algoroc, which was over a month ago, however.
 
 
 
Image credit to Legnir on Jabbithole.com
 
 
 
9. All Lore available to all classes without needing help from another, for solo players
 
I mentioned in another thread that I don’t like leaving areas without first collecting all the Lore. Unfortunately I am unable to do so in some areas as they require a path that I don’t play (namely the DataCubes in Everstar Grove and Northern Wilds that require Scientists). If Carbine could move some of these to alternative locations, or provide other methods of getting them for other Paths, I’d be happy. There are also the Journals in Western Grimvault that are in the 5-person quest area which are impossible to get solo. Can these please be moved somewhere else? When I was playing through Grimvault, I hardly saw any players and I was playing on Jabbit (EU PvE). I’m shy as well meaning it’s more difficult for me to ask other players for help.
 
 
I don’t know how many of these are possible but these are just some things I would like to see implemented or considered. Whether or not Carbine decides to do so is up to them, but I will continue to play and enjoy WildStar regardless :)
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I agree with most of what you have said, except for the following.
 
#3 Too broad, need to narrow that one down because it would apply to every soul bound item you get.
 
#6 Just no. Rule sets define the server not the rewards.
 
#8 They wouldn't be rare if they spawned all the time, now would they?
 
 
Couple things I would add would be
 
#10 Allow us to mark items UN-salvageable. That way we can avoid salvaging a piece of gear by mistake.
 
#11 Re-write the code for the CX. It's a total pain to buy anything in a batch right then with this system. Show us how many are being sold at X price.	
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4) I'm noticing how much of your decisionmaking focuses around Dyes :).  Yeah I understand the frustration here but we JUST implemented Megaservers and before then when we had 30 realms or whatever the concept of having all of them running one auctionhouse/cx was kinda crazy.  Now that there's 2 it seems much more manageable but I think the problem is as mentioned before certain items are far easier to collect on a PvE server meaning they're going to be less rare and their prices lower.  This would in turn probably punish PvP players who pick up these items and farm them on the PvP server... that's probably one of the reasons you're seeing the different prices, the other is just the differences in the economies on those servers as a result of player populations/etc on those servers.  I'd be willing to bet if we combined the auctionhouses you'd actually see all those cheap prices on your current server go up as the server prices normalizes.
 
 
6) It's funny because when we launched our PvP servers were crazy huge.  I could take some guesses on why that shift to PvE happened but I think there's just a difference in play style.  I'd hate to incentivize(sp?)someone to play on a server with a set of rules they didn't want, just because it was more efficient for them to do so.  I hear your frustrations but having less packed PvP servers is probably less frustrating during leveling since you can take void slip off your bar (Spellslinger ftw again?)
 
 
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this is currently the full selection of light helms on my server. There's also 1 pair of pants, 3 gloves, 3 jackets and a few pairs of boots. 
 
Now I can make a level 4 character on Luminai, send them all my money, send them off to Jabbit, make a level 4 character on Jabbit, send the money from Luminai alt to my Jabbit alt, make my Jabbit alt buy stuff, send my Jabbit alt back to Luminai, give the items to my main. Our ecconomy is dead and all not connecting the auction houses does is make me waste 40 minutes of my life every time when I want to shop. 
 
And the shift to PVE wasn't about a difference in playstyle. One way transfers caused it, due to both PvX and PvP guilds finding it easier to recruit on both sides, and now who would want to play on a dead server? Good news is, tomorrow I'll be free to quest in Defile without competing with anyone, bad news is that every time when I will want items I'll have to waste 40 minutes, every time when I will want to make money I'll waste 40 minutes (or go onto farming and vendoring sprees) and it's doubtful that I will ever be able to do 20 or 40 man content.
 
And it's really insulting when we're answered that it's good to have a less packed server when /who no longer even comes up with 50 people -_-
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Well, you're able to do that because we currently have free realm transfers turned on, but AFAIK the plan isn't to leave these on for forever (though I could be wrong there).  So what you're seeing as a 40 minute hassle is more of an exploit and not how the system was designed to function :P
 
And re: no crafting gear for sale... sounds to me like you should roll a tailor!
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2) The problem here is that we have certain faction only items, and additionally in things like PvP certain players may control areas which mean other players aren't allowed to collect resources there as easily.   I understand the frustration with this but I think I can understand why it was designed the way it was.  I think this one is going to be a harder sales pitch but who knows :)
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agree with everything except with what you mean by PVE rewards. 
- if you mean like an increased EXP gain then sure. 
- if you mean highly increased drop rate in raids and costume pieces that are PVE only then no fair :P
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9. All Lore available to all classes without needing help from another, for solo players
 
I mentioned in another thread that I don’t like leaving areas without first collecting all the Lore. Unfortunately I am unable to do so in some areas as they require a path that I don’t play (namely the DataCubes in Everstar Grove and Northern Wilds that require Scientists). If Carbine could move some of these to alternative locations, or provide other methods of getting them for other Paths, I’d be happy. There are also the Journals in Western Grimvault that are in the 5-person quest area which are impossible to get solo. Can these please be moved somewhere else? When I was playing through Grimvault, I hardly saw any players and I was playing on Jabbit (EU PvE). I’m shy as well meaning it’s more difficult for me to ask other players for help.
 
 
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Hey Chibi,
   So... I didn't design any of these systems and I don't know what new development is happening on them but I think I can give you some insight into why some of these things were set up the ways they are.
 
1) Medisprays.  Dude... I did this so many times haha.  I think the problem is these have different use cases right?  Some medisprays give HoT and others may give group health/etc.  This just gets messy to implement the concept of "If this medispray JUST heals you then dont let the player use it at full health".  That's probably the right thing to do and I'm not sure if that's something people are working on or not but that would be nice to get for sure.  Like I said I did this all the time and eventually just stopped using Medisprays and put heals on my bar instead (Spellslinger ftw?)
 
2) The problem here is that we have certain faction only items, and additionally in things like PvP certain players may control areas which mean other players aren't allowed to collect resources there as easily.   I understand the frustration with this but I think I can understand why it was designed the way it was.  I think this one is going to be a harder sales pitch but who knows :)
 
3) The problem with this in general is raiding content/etc.  I don't know if that's a bad thing but that's why BoP things aren't BoA.  I don't think we have any Bind on Account stuff in the game right now (maybe I'm wrong?).  That seems like for certain items (like dyes like you said) that might be handy to have!
 
4) I'm noticing how much of your decisionmaking focuses around Dyes :).  Yeah I understand the frustration here but we JUST implemented Megaservers and before then when we had 30 realms or whatever the concept of having all of them running one auctionhouse/cx was kinda crazy.  Now that there's 2 it seems much more manageable but I think the problem is as mentioned before certain items are far easier to collect on a PvE server meaning they're going to be less rare and their prices lower.  This would in turn probably punish PvP players who pick up these items and farm them on the PvP server... that's probably one of the reasons you're seeing the different prices, the other is just the differences in the economies on those servers as a result of player populations/etc on those servers.  I'd be willing to bet if we combined the auctionhouses you'd actually see all those cheap prices on your current server go up as the server prices normalizes.
 
5) This is a cool idea
 
6) It's funny because when we launched our PvP servers were crazy huge.  I could take some guesses on why that shift to PvE happened but I think there's just a difference in play style.  I'd hate to incentivize(sp?)someone to play on a server with a set of rules they didn't want, just because it was more efficient for them to do so.  I hear your frustrations but having less packed PvP servers is probably less frustrating during leveling since you can take void slip off your bar (Spellslinger ftw again?)
 
7) Yeah this would be cool too :)
 
8) My gut reaction is to say "This is why they're rare spawns?" but I have no clue whatsoever what the spawn rate of those is supposed to be or how frequently those things are supposed to show up.
 
Thanks for all the feedback though, I'll roll it up and pass it along, but we're already waist deep in things we're wanting/needing to fix so not sure how much will get implemented :).   Appreciate the feedback though and I'm glad you're enjoying the game.
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Well, you're able to do that because we currently have free realm transfers turned on, but AFAIK the plan isn't to leave these on for forever (though I could be wrong there).  So what you're seeing as a 40 minute hassle is more of an exploit and not how the system was designed to function :P
 
And re: no crafting gear for sale... sounds to me like you should roll a tailor!
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Well, you're able to do that because we currently have free realm transfers turned on, but AFAIK the plan isn't to leave these on for forever (though I could be wrong there).  So what you're seeing as a 40 minute hassle is more of an exploit and not how the system was designed to function :P
 
So what you're seeing as the only available option left to people due to your complete laziness in merging the lopp-sided (pun) economies is in fact merely an exploit. Gee, I'd love to see people try to actually craft expensive runes or work on their crafting when the only commodities they have available are on another server that they wont have access to.
 
And re: no crafting gear for sale... sounds to me like you should roll a tailor!
 
Since there's also no-one doing Datascape, perhaps people should solo it? Since there's barely anyone in the open world, perhaps we should cross our eyes in Thayd.  As a carbine staff; since there is low pop on this server, you should just plug your ears and chant loudly to yourselves.
 
Auction houses barely have even double digits of items in all categories combined. How are we to fix a dead server by taking up tailoring? Want to rephrase this before I report the statement to your boss? (Screenshotted too, by the way)
 
I don't personally think it's funny that you guys are prepared to let an entire server die because "well, people left for a reason, we'd be stupid to try and change their mind! HURR!!"
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And it's really insulting when we're answered that it's good to have a less packed server when /who no longer even comes up with 50 people -_-
 
 
Do the carbine test! /Who is just too primitive. Query the server on how many unique characters have logged in at all during a 24 hour period and claim that as your actual number of active players. You'll find that the number goes from around 20 exiles to over 300. That means it's super active and you're just imagining the auction house being empty! Carbine! The most transparent company in the world! (sarcasm)
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Well, you're able to do that because we currently have free realm transfers turned on, but AFAIK the plan isn't to leave these on for forever (though I could be wrong there).
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Ugh yeah I definitely wasn't trying to lie to anyone and as I mentioned in my original message to you I wasn't clear on what the policy was and was making an assumption.
 
I have definitely learned my lesson about speaking to things I don't know anything about haha.  I'll keep my commentary strictly to the numbers.  Sorry for any confusion I caused guys.	
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10. Allow players to choose whether or not their character's tail is visible when riding mounts
 
Something I remembered today. I don't like not being able to see my characters' tails while they're riding their mounts. It makes them look strange to me. I know that some people won't like seeing their tails while mounted, so an option for players to choose whether or not they can see them might be a good idea.
 
 
I don’t know how many of these are possible but these are just some things I would like to see implemented or considered. Whether or not Carbine decides to do so is up to them, but I will continue to play and enjoy WildStar regardless :)
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THIS x10000000000000000000000000000000
HELL, DON'T EVEN MAKE IT A CHOICE, JUST REATTACH THE OTHER HALF OF MY CHARACTER'S SPINE ALREADY.
WHY THE BALLS DOES IT DISAPPEAR IN THE FIRST PLACE?!
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...
 
I don't know that this is a good idea because as it is implemented now, it promotes socialization between players.  I see lots of folks in zone chat asking for things like "hey, are any scientists available to help me open a door?"  I'm of a mind that games NEED to do things to purposely force players to rely on each other, otherwise everyone just solos everything until 50 without ever actually *meeting* anyone else, never talks to anyone, and then gets to 50 and all of a sudden hits the wall where they need other players to do anything else.  I've played a lot of games like that over the past few years and not surprisingly, a ton of people solo up to cap and then give up because making friends in a game like that is hard.
 
On the other hand, if the game pushes people to group up together while they're leveling, players learn early on to be social, to talk in zone chat, to ask for help, and by the time they get to 50 (or even 20), odds are they've got some names on their friends list or they've found a guild they like, and they can get in on the group stuff much easier.
 
So as you might surmise, my opinion is that Wildstar doesn't do enough to force interdependency between players during leveling.  I realize I may be in the minority in that belief, but needless to say, making it easier to do things without  relying on other players would be the wrong way to go in my opinion, and so I have to respectfully disagree with you on this point :)
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Ugh yeah I definitely wasn't trying to lie to anyone and as I mentioned in my original message to you I wasn't clear on what the policy was and was making an assumption.
 
I have definitely learned my lesson about speaking to things I don't know anything about haha.  I'll keep my commentary strictly to the numbers.  Sorry for any confusion I caused guys.
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You people should probably use a realm system similar to Guild Wars 2, merge the economies and have different bonuses per realm. This way it'd encourage people to play on both without compromising world PvP and Raiding. But no! That takes some extra thought and planning! We can't possibly have that because we've got our customer's hard earned cash to roll around in today!
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So first, great post Chibi :)  I just wanted to comment on this one.
 
I don't know that this is a good idea because as it is implemented now, it promotes socialization between players.  I see lots of folks in zone chat asking for things like "hey, are any scientists available to help me open a door?"  I'm of a mind that games NEED to do things to purposely force players to rely on each other, otherwise everyone just solos everything until 50 without ever actually *meeting* anyone else, never talks to anyone, and then gets to 50 and all of a sudden hits the wall where they need other players to do anything else.  I've played a lot of games like that over the past few years and not surprisingly, a ton of people solo up to cap and then give up because making friends in a game like that is hard.
 
On the other hand, if the game pushes people to group up together while they're leveling, players learn early on to be social, to talk in zone chat, to ask for help, and by the time they get to 50 (or even 20), odds are they've got some names on their friends list or they've found a guild they like, and they can get in on the group stuff much easier.
 
So as you might surmise, my opinion is that Wildstar doesn't do enough to force interdependency between players during leveling.  I realize I may be in the minority in that belief, but needless to say, making it easier to do things without  relying on other players would be the wrong way to go in my opinion, and so I have to respectfully disagree with you on this point :)
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I like Mirta's screenshot because it's been one week that I'm the only one posting crafted light item at the auction house. It's an awkward situation but this monopoly is the dream, right ? Wrong. I didn't sell anything in one entire week out of 20 BIS items and just gave up last sunday. Their price were lower than what I used to sell them 2 weeks ago. Fact is, Luminai's economy is pretty much dead. Three "big" exile guild left sunday, our french circle with ~40 people left yesterday night. We didn't want to, but the situation is now move to Jabbit or unsub. Worse is that everytime a guild leaves, people moving empty the AH/CX to make profit on the other side. The situation is unsunstainable for the guilds staying there. No economy, Barely 8 players to do daily world event (even on a week end...), no player to recruit in order to fight our leaking roster.
 
Luminai's people tried to advertise and attract some players from Jabbit, organize world events, warplots, etc., but the reputation of the server is too damaged. Merging the AH/CX will restart Luminai's economy but will not bring player on the server. If you don't merge the servers then 2 way transfers need to stay up. People are still using it only one way but you can change that. I don't know what incentive you could make to bring back players on the server. Many people seem to pay via CREDD, maybe you could artificially set a low CREDD price ? If it's 8-10 plat on US server, I guess it could be the same on Luminai. You could also add a world buff for all players on the server boosting their xp and money ? Special costumes and dyes ? Anything that Jabbit will not have until the situation is viable again ? You killed Luminai one month ago with your stupid one way transfer policy, it's time to do something for the people fighting (and paying) to stay there.
 
Last but not least, when will you start a new communication campaign ? Whatever the server, the overall population is declining. This game is awesome and deserve to be known.	
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Guild wars 2 mega servers indeed work really great, but for wildstar it was so negative for the pvp transfer because of the free transfer and some major guilds leaving.
Why was there even an option to transfer for free... looking back now it must look like a stupid decision to have done so.
 
As for the Luminai and Jabbit.
Well a lot have move over from luminai to jabbit, you surely must have seen that and the pve to pvp transfer was one of your reactions sadly that hardly worked...
 
Are there any plans or even ideas to make staying on luminai an option? so many has left that the 20+ man content will be hard to do on this server...	
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Guild wars 2 mega servers indeed work really great, but for wildstar it was so negative for the pvp transfer because of the free transfer and some major guilds leaving.
Why was there even an option to transfer for free... looking back now it must look like a stupid decision to have done so.
 
As for the Luminai and Jabbit.
Well a lot have move over from luminai to jabbit, you surely must have seen that and the pve to pvp transfer was one of your reactions sadly that hardly worked...
 
Are there any plans or even ideas to make staying on luminai an option? so many has left that the 20+ man content will be hard to do on this server...
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Well, you're able to do that because we currently have free realm transfers turned on, but AFAIK the plan isn't to leave these on for forever (though I could be wrong there).  So what you're seeing as a 40 minute hassle is more of an exploit and not how the system was designed to function :P
 
And re: no crafting gear for sale... sounds to me like you should roll a tailor!
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DaOgre, while I have the sense that you meant the above with an attempt at levity, I have to say that put me off.  I'm not on Lumani, but I've been in games where I saw my server wither and rot and had a staff member said something like that to me I'd have uninstalled the game on the spot.  I'm not suggesting you be flagellated for your comment, but you have to put yourself in the shoes of a player who has endured a lot of frustration with blunders made by the management of the game and then being told to lump it.  
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			I would like to see Devs add playable instruments. Not sure it would work in this game, but what can I say, I'm a RPer. :) 	
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I would like to see Devs add playable instruments. Not sure it would work in this game, but what can I say, I'm a RPer. :)
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On the Realm Transfer Issue, to add some further clarity;
 
In our original post about the free transfers we said this;
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"For the time being, these transfers will remain open indefinitely, but we will be closely monitoring the situation and if we feel it necessary we will remove this service. Rest assured, we will ensure to give you appropriate notice if we do decide to shut these free transfers down, as well as an explanation as to why."
 
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			The last two posts are pretty much all that I wanted. "We know and are working on ways to improve your quality of life", so thank you :)	
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For the devs, are there plans to make open world PvP more interesting / meaningful?
 
It might be nice for example that there is a chance a small pvp loot bag will drop for killing someone or have daily events / control points that involve pvp combat.
If we look at the Defile there is not much incentive to fight each other.	
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			I hate that Luminae is suffering and while I think the merged ah/cx might help, I just don't know what Carbine can do to increase the population on Luminae. Server merger makes the most sense but then you have folks screaming no we don't want to do that. Yes absolutely mistakes were made but the duplex transfers pretty much proves that folks don't want to play on a pvp server. The open world pvp isn't good enough to draw folks back, if it were I would have stayed after transferring to Warhound. As it was I transferred got there and realized things were better on Entity population and economy wise.  	
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https://forums.wildstar-online.com/forums/index.php?/topic/118256-pvppve-server-idiosyncrasy-questionnaire/
There are a few that say they want to go to the PvP or go back to it if the population is larger or if some changes to open world PvP are made.
 
Sadly as it stand now, there is little to no talk from the devs when it comes to open world pvp. It would be good to hear if there is any talk about this during their meetings or if open world pvp will be like this forever.	
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https://forums.wildstar-online.com/forums/index.php?/topic/118256-pvppve-server-idiosyncrasy-questionnaire/
There are a few that say they want to go to the PvP or go back to it if the population is larger or if some changes to open world PvP are made.
 
Sadly as it stand now, there is little to no talk from the devs when it comes to open world pvp. It would be good to hear if there is any talk about this during their meetings or if open world pvp will be like this forever.
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Well the population isn't bound to bounce back anytime soon, as for changes to owpvp I don't see that Carbine has anything in the works to change this scenario.
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