120847-wildstar-has-a-bright-future

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(This is my opinion on the whole Wildstar is dying thing and will shutdown or go f2p based on the recent presumed numbers on Reddit http://www.reddit.com/r/WildStar/comments/2rup2u/kdb_daewoo_securities_forecast_wildstar_finds_its/)
 
 
 
So we all know of the Wildstar launch fiasco, a wildly (haha) hyped mmo that was presumed to be the perfect alternative to WoW, 2 launch raids, stylized graphics, new and exciting gameplay, hardcore mindset, with the constant "we have something for all" making many people want a transition from their current mmos (be it WoW, RIFT, GW, whatever. And then the game launched with positive reviews, overwhelming a lot of love and praise, and then the endgame appeared, where as a game like Swtor lacked in endgame, Wildstar lacked in good endgame for non raiders. The attunement was to much to ask for raiders that were from LFR-flexible mode raiding from wow, the single players had nothing to do whatsoever (helped in drop 1+3, fixed in 4) Dailies were a terrible chore, that only got good when Defile showed up with its glorious dailies, THE CLUSTER*cupcake*that was PvP, and even though it is slowly improving, it is still awful, and lets not forget 40 MAN RAIDING, oh yes, the thing that had so many people excited but turned more away then it brought in. OKAY thats enough of the past, lets talk about this post and the future, Drop 3 brought people back and then lost some people, but there has been a conistent (yet very slow) increase of players thanks to sales and drop 4 hype, and I think Wildstar has a positive future, and so does NCsoft. Drop 4 with its casual content and DS20, Drop 5 with hopefully Halon Ring, Augmentors, Contracts, and more, the new raid tier in (probably drop 6) and the chinese release, I think Wildstar will rise due to marketing pushes and trials post drop 4, I think Wildstar can rise back up to their launch numbers (around 500k) and stabilize, but it's up to Carbine, with a marketing push, a new free trial, giving old players game time (like with drop 4) and a little help from us spreading the word, I truly think Wildstar will get back on track.	
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atm the best guess for number of players on nexus would be around 35k or less. wildstar can increase the number of players they have via drops (dont think patches brings waves of people back) each drop take around 3 months to release. if we assume that every 3 months starting now doubles there player base that means it will take 10 more months to reach 500k players (35k, 70k, 140k etc.)
 
i aint holding my breath.	
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^ That's pretty much the truth, OP.
 
It's sad that such a great game full of potential isn't as popular as it could've been, but I'm not throwing the towel anytime soon. I'm still confident they can turn it around with the next major patches. 	
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I try to stay hopeful because I would really like to see wildstar stay here for years to come but I've come to terms with the possibility that it could fail.
 
I enjoyed my time here, the first couple of months were the best months I had ever spent in any mmo, so simply for that I am satisfied at this point.
I know people keep saying they see newer players come in and returning players as well but I look at my friends list....and out of all the friends that came in with me at head start, all the friends I made on Rowsdower, all the friends I made on Pergo....I am the last man standing as of now. :/
 
I'm really hoping that drops in the future will be dealt with much more care... 	
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			new player here laughing at myself for considering playing a different mmo. Let's get to endgame!	
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			Welcome!	
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So sounds like you mentioned the PvP is smaller than the PvE one?
 
BTW, hit me up, I'm leveling pretty quick (name: Jimmy Hendrix on PvP srv).	
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			I do believe this game will make it through the hard times. We just need to hang on in there. But with this amazing community I don't doubt we can pull through. I've been here since CBT and have seen how much changes, fixes and content Carbine has done and added to the game in quite a short time. You won't see me leaving this game as I do believe it'll be worth it in the end.I'm willing to let Carbine learn from their mistakes (we all know they made quite some) and grow as in the end this game can turn out to be even more amazing then it already is.And yes! New people are joining us on Nexus everyday. The Potatoes on Luminai are meeting new faces that are willing to rebuild te server, it's going slowly but hopefully steady. 	
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Honestly, the game seems to be doing better (whether it's doing better enough seems to be more of the issue).  Then again, everyone and their mothers knew this was the course of games.  A huge peak after launch, huge dropoff, slow rebuild.  We're in the rebuild phase.
 
At this point, it's a question of reputation.  Everyone who tries the game seems to love it, and while I do have a lot of old friends from the forums that don't log in anymore, my rolodex and guild are still full of people, many of whom are just starting in the game.  MMORPG turnover is a thing.  WoW likes to throw out two numbers, their 10 million subscriber count and their over 100 million total player count since launch.  Take that in context, the 100 million total players ever number is pretty old (it's probably larger now) and the 10 million player spike after WoD released has probably started to drop off (at least to some degree).  But taking that as it is, that means WoW has 10% of the people who have ever played the game still around at the best of times.
 
And that's nothing against WoW.  People start playing games, people leave.  That's especially true right after launches, as a lot of people try a game, find out it's not for them for whatever reason (hey, according to SquareSoft, I'm just a former blip on the radar for FFXIV:ARR, and I liked that game).  The longer-term fanbase are the base people where the game is definitely for them as it is, improvements are icing on the cake, and they're probably around for the long haul to gobble up whatever is being made for it.  Those are the kinds of people they're starting to build up now, in and amongst the new players.
 
Now, the real question is whether there will be enough people to make the game profitable enough to keep around.  The game is currently profitable, but is it profitable enough?  NCSoft seems to think (as of our last information) that it's on a trajectory for success, but it's really their opinion and us not really knowing how long that will be the case that keeps me monthly instead of just buying out a year of sub time.  Still, for the moment, Wildstar looks like it has survived the bottom falling out period and is on its way to sort of defining its niche and (hopefully) expanding outward from there).  So there's a lot to be optimistic about.	
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atm the best guess for number of players on nexus would be around 35k or less. wildstar can increase the number of players they have via drops (dont think patches brings waves of people back) each drop take around 3 months to release. if we assume that every 3 months starting now doubles there player base that means it will take 10 more months to reach 500k players (35k, 70k, 140k etc.)
 
i aint holding my breath.
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wildstar will probably never have a lot more subs that what it currently have (in NA/Europe at least).
the game is just too badly designed.
thing is, the "Assets" are there. the gameplay is there. but without a huge mechanic/numbers design overhaul, wildstar is simply a "B" game (considering the low amount of content, noob design, no voiceovers, bad programming, dated concepts).
it is what is is at the moment and i don't expect it to be invested in by investors and grow.
 
enjoy it for what is is guys. we are the few.
but lets be realistic about the future.	
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wildstar will never have a lot more subs that what it currently have (in NA/Europe at least).
the game is just too badly designed.
thing is, the "Assets" are there. the gameplay is there. but without a huge mechanic/numbers design overhaul, wildstar is simply a "B" game (considering the low amount of content, noob design, no voiceovers, bad programming, dated concepts).
it is what is is at the moment and i don't expect it to be invested in by investors and grow.
 
let it bring back enough money to be "on par" with its dev cost. and burn it.
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{| class="blockquote"
wildstar will probably never have a lot more subs that what it currently have (in NA/Europe at least).
the game is just too badly designed.
thing is, the "Assets" are there. the gameplay is there. but without a huge mechanic/numbers design overhaul, wildstar is simply a "B" game (considering the low amount of content, noob design, no voiceovers, bad programming, dated concepts).
it is what is is at the moment and i don't expect it to be invested in by investors and grow.
 
enjoy it for what is is guys. we are the few.
but lets be realistic about the future.
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{| class="blockquote"
wildstar will probably never have a lot more subs that what it currently have (in NA/Europe at least).
the game is just too badly designed.
thing is, the "Assets" are there. the gameplay is there. but without a huge mechanic/numbers design overhaul, wildstar is simply a "B" game (considering the low amount of content, noob design, no voiceovers, bad programming, dated concepts).
it is what is is at the moment and i don't expect it to be invested in by investors and grow.
 
enjoy it for what is is guys. we are the few.
but lets be realistic about the future.
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-there is just not enough content in wildstar or not enough good content. 4 dungeons? lol look at what gw2 and teso and swtor launched with.
-there is no content scaling in wildstar, so you have no reason to revisit anything once you are 50 and possibly raiding
-pvp based on gear, with that gear locked behind a rating, that you can get by playing rated matches that dont happen or win trading ? fail.
-daily zones? pathetic relic of the past that even swtor is dropping. make dailies more varied like in gw2 and teso (do that dungeon, kill that world boss, etc...) obviously it is more difficult to achieve because there is no content scaling and there is barely no content at endgame but hey.. worth a shot.
-no reason to level up an alt. with so much grind, you have to be crazy to have an alt. make a lot more things account bound.
-clusterfk pvp. 10vs10 is a mess. make it 5v5. and the UI is cluttered with so many lame addons and stuff. nobody will ever watch that on twitch and youtube: wildstar is UGLY. gw2 doesn't need addons. dota/lol don't need addons. what the fck are these? addons? you must fk up your game to be functional? lame.
-while questing, chat bubbles popping everywhere that are hidden behind other ui elements, impossible to play/read at your speed.
-useless housing. should be like big plots for many players to put their house on it. having your personal instance is not very mmoesque. and really, whos gonna farm low level content to get some decor ? probably an issue with no level scaling again. that one really hurt.
-useless world bosses. at least make them farmable like gw2.
-game is too much linear and puts you in a single direction to "progress". no reason to do anything else that is "detrimental" to your progress especially considering the GRIND you need to get your amp/ability points and rep.
-0 immersion whatsoever. but that is a personal opinion.
 
maybe you can understand how outdated the design is wildstar is. if you don't and think it is a "modern" mmo that bring new ideas to the table.... no point in discussing further. i'll let the numbers speak for themselves.	
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-there is just not enough content in wildstar or not enough good content. 4 dungeons? lol look at what gw2 and teso and swtor launched with.
-there is no content scaling in wildstar, so you have no reason to revisit anything once you are 50 and possibly raiding
-pvp based on gear, with that gear locked behind a rating, that you can get by playing rated matches that dont happen or win trading ? fail.
-daily zones? pathetic relic of the past that even swtor is dropping. make dailies more varied like in gw2 and teso (do that dungeon, kill that world boss, etc...) obviously it is more difficult to achieve because there is no content scaling and there is barely no content at endgame but hey.. worth a shot.
-no reason to level up an alt. with so much grind, you have to be crazy to have an alt. make a lot more things account bound.
-clusterfk pvp. 10vs10 is a mess. make it 5v5. and the UI is cluttered with so many lame addons and stuff. nobody will ever watch that on twitch and youtube: wildstar is UGLY. gw2 doesn't need addons. dota/lol don't need addons. what the fck are these? addons? you must fk up your game to be functional? lame.
-while questing, chat bubbles popping everywhere that are hidden behind other ui elements, impossible to play/read at your speed.
-useless housing. should be like big plots for many players to put their house on it. having your personal instance is not very mmoesque. and really, whos gonna farm low level content to get some decor ? probably an issue with no level scaling again. that one really hurt.
-useless world bosses. at least make them farmable like gw2.
-game is too much linear and puts you in a single direction to "progress". no reason to do anything else that is "detrimental" to your progress especially considering the GRIND you need to get your amp/ability points and rep.
-0 immersion whatsoever. but that is a personal opinion.
 
maybe you can understand how outdated the design is wildstar is. if you don't and think it is a "modern" mmo that bring new ideas to the table.... no point in discussing further. i'll let the numbers speak for themselves.
 
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-Swtor has 6 'heroic/veteran' flashpoints and 6 operations if im understanding it correctly? W* has 4 adventures/dungeons, so it's not a lot more?
--ok compare to gw2 and teso then....
 
-Doing dungeons once you're into raiding helps you get eldan items (gifts/runic modules) which help with your current raid progress (you need primal pattern for DS, runic modules for runes etc). Edit: Dungeons can drop legendary eldan hands, which as far as i'm aware are really good items.
--the gloves.. yeah. thats 1 incentive. based on hardcore rng...
the modules forget it. they drop in raid too. and you'd better of farming money instead of hoping for drops in dungeons.
 
-I don't do pvp, so i dont know much about it.
--fair enough.
 
-How are dailies so bad? R-12 is done within half an hour of coming up (unless it's 4 or 8 am obviously). Sure they could be better, but that doesn't mean they're bad.
--r-12? once i was done with the rep i never put a foot back in there. the idea is to vary the dailies and make them rewarding "as dailies" not to put people in a single grind track of repeating the same daily for 2 weeks before repeating another one for another 2 weeks until you are out of daily to do and wait in thayd.
 
-I wouldn't want to level an alt, but there are people in my guild who have 4-6 alts each (yes, at lvl 50). So i guess it comes down to what people feel like doing.
--minimal amount of people will level alts. for sure not enough to actually make the game populated at low level.
 
-As i said before i don't play pvp, i tried it a few times while leveling, and thought it was fun, but currently people say it's in a bad state.
--its awful. no need to get into details here. just the gear locked behind rating should speak for itself. 10vs10 is also a really bad choice.
 
-Then you must be doing something wrong, tried zooming out? I am always able to see everything clearly.
--i see stuff, but it looks ugly and cluttered. compared to mmos that are made to be watched. check some streams, youtube. it looks bad.
 
-Sure the housing is different, but not bad at all, the majority of people i know who are pre-GA continue doing dungeons/adventures to farm decor items they don't have and to help lower level players learn the dungeons. (I was doing normal skullcano/stormtalon earlier today with 3 new players, and we were explaining to them how different dungeon fights go on etc, they said they really enjoyed it and were looking forward to vet dungeons).
--what? i can wait for about 1 hour to get a stormtalon vet queue pop. so your idea of "the majority of people i know" is basically almost nobody.... queues don't pop.
 
-More variation to world bosses would be great, fair enough.
--maybe a reason to go kill them?? what you mean "variation"? ...
 
-Same as above, more variation would be a step in the right direction for sure.
 
overall you are not a good game designer. but i am glad you are enjoying the game. one of the few left.
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I have never played gw2 or teso so i have no idea, i tried swtor so i mentioned that.
 
R-12 is just one instance, people constantly form groups for Scorchwing, Elonya, The Tree, People also often just do dailies to max out eg. or just to earn gold.
 
Fair enough, when i tried leveling an alt, i saw about a total of 5-6 people in the lvl 3-6 zone. 
 
Personal opinion i guess, i liked it.
 
You should really find a guild then, it helps with queues and you also could be on something like teamspeak to help with the group coordination. And by majority of people i mean the 40-60 level 50 players in my guild :)
Last time i solo qued for a dungeon was between christmas and new year's, one queue took 5seconds, one took 10 mins, and last one (during raiding times) took 30-40mins, So you could be queue-ing at a really weird time, which leads me back to the first point, if you find a guild who plays at times similar to yours you'll be running dungeons a lot.
 
Edit: I actually just read earlier today that they are fixing the locked rating part in pvp in drop 4. I'd link you but i can't remember where i read that.	
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I have never played gw2 or teso so i have no idea, i tried swtor so i mentioned that. --gw2 is almost a masterpiece. some flaws here and there, but overall way ahead of wildstar. Teso is huge. very. huge. lots and lots of things to do, it is never ending. not my style but i understand it is a premium experience and worth the sub.
 
R-12 is just one instance, people constantly form groups for Scorchwing, Elonya, The Tree, People also often just do dailies to max out eg. or just to earn gold. --hmm yeah.. but no.
 
Fair enough, when i tried leveling an alt, i saw about a total of 5-6 people in the lvl 3-6 zone. --new players come in.. look around, and gtfo. thats a fact. retention is awful.
 
Personal opinion i guess, i liked it. --im talking for the masses. look at the numbers.
 
You should really find a guild then, it helps with queues and you also could be on something like teamspeak to help with the group coordination. And by majority of people i mean the 40-60 level 50 players in my guild :) --probably 4-5 players online at a time unless its raid time.
 
Last time i solo qued for a dungeon was between christmas and new year's, one queue took 5seconds, one took 10 mins, and last one (during raiding times) took 30-40mins, So you could be queue-ing at a really weird time, which leads me back to the first point, if you find a guild who plays at times similar to yours you'll be running dungeons a lot.
--im in a guild. im a raider. im in DS. i know the game. i'm not speaking out of my ass. no queues pop anymore, its is absolutely rare (and lets not even talk about low level queues). i was thinking of getting a new player in the game and then was.. oh, maybe not, he won't be able to experience pvp and dungeon and adventure etc until hes level 50 (and even then!). can you imagine how that kills the game for a new player? that nothing happens?
 
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You're comparing Wildstar, a 7 month old game to GW2 which has been around for 2 years? Are you really trying to argue that there isn't enough content compared to a much more developed game Also I played GW2 at launch, hit 80, did a few dungeons and stopped playing for over a year. GW2 and Wildstar are vastly different in design philosophy. Not only casual vs hardcore, but there is no endgame in GW2 at all. Personally GW2 was not my kind of game, but I understand why some people like it. 
 
Never played TESO and probably never will. Was never that much into the Elder Scrolls franchise. 
 
Wildstar's outdated designs for me personally consist of 40 man and attunement. Daily quests still serve their purpose whether people think it's the devil and should burn in fire. I really like the concept of daily areas like WoW's Isle of Thunder which you unlock in segments through storyline progression. It makes it less dull and feel more meaningful. Dailies are not intuitive, but it's not horrible as many says. 1 of WoD's problems is the lack of any dailies if you actually follow the WoD discussions on forum/MMO-C. 
 
1800 gear vs blue PvP gear was sort of debunked and you definitely don't need to wintrade your way. 
 
There are reasons for levelling an alt, but it's just not fun to level an alt. There's quite a difference there, but it depends what type of player you are. 
 
Dungeon incentive is not as great as it could and should have been. Modules should be dropped for individual players and not for the group. Only reason people keep farming STL norm as well. 	
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Guild Wars 2 is everything but a masterpiece it's fun, but not holy trinity was a bad thing
ESO is good, havent played much of it but whateva
 
8 instances on launch isnt bad, 16 counting Shiphands in Drop 4.
 
PvP should be 5v5, no argument Walitiki 5v5, Bloodsworn 5v5 Daggerstone 10v10	
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I really have no idea what you'r etalking about, what are the mechanic flaws? I really enjoy the telegraphs, needing to dodge during boss fights, as standing still leads to your death. The game definitely didn't have a lot of content, but how does it have a low amount of content? People haven't even completed the raids from launch, sure the dailies were rather bad (imo i really like r-12) but now with the defile i think they're going in the right direction with it. 'Noob Design' What? The game does have voiceovers, sure not for every quest, but how many mmos have that? The voiceovers when you level up or enter new areas are amazing. Bad Programming - I've been playing (on/off) since launch, i encountered 2 bugs since then, there were a number of exploits fair enough, but i never used them so i can't comment on that. Dated concepts - Yea, the 40 man raids weren't a great idea, but it wouldn't have been a bad one if there were more people to do the raids, now that DS is changing to a 20 man raid it's going to get easier to get enough people to run it.
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You make some good points here. Criticism should and has been welcomed by the wildstar Devs, by the community ehhhh mixed feelings should always be expected lol 
Agreed end game content for non raiders is lack luster. The Devs have responded with Drop 4 that will bring in things such as vet shiphands, mount drops as incentives for these instances. A new dungeon will also be introduced to teach the kiddies the basics like interrupt armor. However you make a good point, we would like more end game content. Keep it coming Carbine. All the mmos I've played at launch however started with lackluster endgame. 
A reason to revisit old zones should be implemented I agree, it would definitely help the lower leveled zones look more lively. Suggestions? All I see right now are world bosses as incentives and it is not enough. I think for WoW it's the idea of farming rep for certain items that brings players back to older zones. Could be wrong. Maybe something similar could be adopted for wildstar. 
Agreed the gear lock setting is just a HUGE issue, so many people unable to even get a queue to pop because of this. I'm really hoping the future PvP Townhall really establishes a ground for what PvP should be like and what is going to change. If you have suggestions go find the thread and speak to someone who will be attending the meeting, offer your opinion to them. I have not done so as I feel comfortable with 3 representatives that feel the same as I do with PvP changes.
Dailies are definitely an old relic, I think they took a step in the right direction with the way they implemented dailies in The Defile, not much variety as they are still dailies and once you max rep the only reason you'll ever really go back is if you need to hit EG cap that week and need something to do. If you have gone to the PTR recently you will see that PvE and PvP dailies are coming, similar to what you have described, do a certain number of adventures this week, run a certain amount of dungeons this week, as suggested by the community.
Definitely, this game is not Alt friendly, I am not going to regrind the amps at this current state, although amps are becoming easier to get with each drop and I hear drop 4 will make it even easier. Remember before when your path never rewarded you amps? When the Prestige shop didnt have amps for sell? I believe someone on the forums offered the idea that rep should be account bound as to help out players who have already grinded rep in dailies. So yes more things should be account bound.
I actually like 10 v 10 as a player who focuses around PvP in mmos I find this number to be satisfying, but if more people would rather have 5 v 5 modes implemented then so be it, I would just find this to be pretty 'empty' for battlegrounds. It's basically arenas. The UI will always be a preference factor but functionality is definitely set in stone. Which is why add ons are created by the community. The Devs have watched the community and have implemented many add ons into the default UI, such as your LAS, your path action didn't used to be a click list, you would have to open up your LAS settings, change, and save your path action. If you go to the PTR they have implemeted the add on "The Zone" to be part of the default UI, you now get a radius of who is near you and how far they are from you by default. The new dodge and stamina bars have helped clear the clutter but some people have not enjoyed that change, so it's great that add ons are an option for them. They can change it to something they're comfortable with. A lot of players use add ons, ever see a WoW stream? They're not using the default UI I can assure you. As far as I know LoL prohibits the use of 3rd party add ons. Remember that fiasco the curse add on brought about?
Ah yes the pop up chat bubbles from your datachron, agreed I wish they were a bit more customizable. Give players the option to resize or fade the box, maybe even the amount of time it displays. 
YES! I always thought it be cool if you could have something like a guild neighborhood. Several people sharing a large plot. That would be a very social experience.
Yes >.> World bosses are pretty much just for attunement and titles at the moment. If they had interesting drops it would make them worth killing a second time, and a third......
I do see your point here, since leveling through PvP is no longer possible I have had to level through the same quests every time...and I find it very, bland? I like side quests which wildstar has but not to the point where you can successfully "progress" that way. If you wanna get to amps/ability best way is the main quest line (dominion/exile rep this way) and then dailies (rep.)
immersion is opinion, yeah. I've heard people say they find the art style, childish. Others like it and find it creative. I like it for nostalgic reasons, Ratchet and Clank.
You brought up very good points here and some not so good. Overall I like it when people criticize the game because it really does improve it, and if you really want a game to succeed you really have to give feedback for it, not sure if you still want to Avatard as your last comment said it be best to make it par with profits and then burn it. :/ Idk though maybe you hit a flunk like many others have and are just frustrated too much. I got to the point a while back. The Devs are listening as seen by the new content they keep implementing, they just don't talk that much.
 
 	
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-useless housing. should be like big plots for many players to put their house on it. having your personal instance is not very mmoesque. and really, whos gonna farm low level content to get some decor ? probably an issue with no level scaling again. that one really hurt.
 
 
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You make some good points here. Criticism should and has been welcomed by the wildstar Devs, by the community ehhhh mixed feelings should always be expected lol 
Agreed end game content for non raiders is lack luster. The Devs have responded with Drop 4 that will bring in things such as vet shiphands, mount drops as incentives for these instances. A new dungeon will also be introduced to teach the kiddies the basics like interrupt armor. However you make a good point, we would like more end game content. Keep it coming Carbine. All the mmos I've played at launch however started with lackluster endgame. 
A reason to revisit old zones should be implemented I agree, it would definitely help the lower leveled zones look more lively. Suggestions? All I see right now are world bosses as incentives and it is not enough. I think for WoW it's the idea of farming rep for certain items that brings players back to older zones. Could be wrong. Maybe something similar could be adopted for wildstar. 
Agreed the gear lock setting is just a HUGE issue, so many people unable to even get a queue to pop because of this. I'm really hoping the future PvP Townhall really establishes a ground for what PvP should be like and what is going to change. If you have suggestions go find the thread and speak to someone who will be attending the meeting, offer your opinion to them. I have not done so as I feel comfortable with 3 representatives that feel the same as I do with PvP changes.
Dailies are definitely an old relic, I think they took a step in the right direction with the way they implemented dailies in The Defile, not much variety as they are still dailies and once you max rep the only reason you'll ever really go back is if you need to hit EG cap that week and need something to do. If you have gone to the PTR recently you will see that PvE and PvP dailies are coming, similar to what you have described, do a certain number of adventures this week, run a certain amount of dungeons this week, as suggested by the community.
Definitely, this game is not Alt friendly, I am not going to regrind the amps at this current state, although amps are becoming easier to get with each drop and I hear drop 4 will make it even easier. Remember before when your path never rewarded you amps? When the Prestige shop didnt have amps for sell? I believe someone on the forums offered the idea that rep should be account bound as to help out players who have already grinded rep in dailies. So yes more things should be account bound.
I actually like 10 v 10 as a player who focuses around PvP in mmos I find this number to be satisfying, but if more people would rather have 5 v 5 modes implemented then so be it, I would just find this to be pretty 'empty' for battlegrounds. It's basically arenas. The UI will always be a preference factor but functionality is definitely set in stone. Which is why add ons are created by the community. The Devs have watched the community and have implemented many add ons into the default UI, such as your LAS, your path action didn't used to be a click list, you would have to open up your LAS settings, change, and save your path action. If you go to the PTR they have implemeted the add on "The Zone" to be part of the default UI, you now get a radius of who is near you and how far they are from you by default. The new dodge and stamina bars have helped clear the clutter but some people have not enjoyed that change, so it's great that add ons are an option for them. They can change it to something they're comfortable with. A lot of players use add ons, ever see a WoW stream? They're not using the default UI I can assure you. As far as I know LoL prohibits the use of 3rd party add ons. Remember that fiasco the curse add on brought about?
Ah yes the pop up chat bubbles from your datachron, agreed I wish they were a bit more customizable. Give players the option to resize or fade the box, maybe even the amount of time it displays. 
YES! I always thought it be cool if you could have something like a guild neighborhood. Several people sharing a large plot. That would be a very social experience.
Yes >.> World bosses are pretty much just for attunement and titles at the moment. If they had interesting drops it would make them worth killing a second time, and a third......
I do see your point here, since leveling through PvP is no longer possible I have had to level through the same quests every time...and I find it very, bland? I like side quests which wildstar has but not to the point where you can successfully "progress" that way. If you wanna get to amps/ability best way is the main quest line (dominion/exile rep this way) and then dailies (rep.)
immersion is opinion, yeah. I've heard people say they find the art style, childish. Others like it and find it creative. I like it for nostalgic reasons, Ratchet and Clank.
You brought up very good points here and some not so good. Overall I like it when people criticize the game because it really does improve it, and if you really want a game to succeed you really have to give feedback for it, not sure if you still want to Avatard as your last comment said it be best to make it par with profits and then burn it. :/ Idk though maybe you hit a flunk like many others have and are just frustrated too much. I got to the point a while back. The Devs are listening as seen by the new content they keep implementing, they just don't talk that much.
 
 
 
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I don't usually reply to stuff like this but dude.... you clearly, clearly, have not seen the insanity possible with wildstar housing. Dated useless mechanic? Please, visit some plots, do some roleplay, see the crazy things people have been able to create and are still creating every day, then come and tell me that having a personal space that you can customize to your every whim isn't worth it.
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			I absolutely love this game. As much as I complain about certain things... the core of the game is brilliant and the issues will hopefully be fixed sooner rather than later.	
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After a few months I've kind of accepted this game has issues, serious issues, and it can't continue in its current format.
 
Wildstar is going F2P or will be shut down. There's really no other possibilities at this point. The changes on the PTR, and the announcement for this game to be published by a Chinese publisher that only uses F2P model is a pretty good indicator of this.
 
I expect after Drop 4 release we'll get the announcement, and just have to sit around and hope Ncsoft continues to throw good money after bad.
 
I don't see a bright future. I see a murky one that depends on carbine continuing to recieve funding when they've done little to show they can make a successful game.	
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			The only hope this game has if it wishes to continue it's lifespan is to go either b2p/f2p. I haven't really gotten that far in the release build on my own time. But, I have been keeping tabs what others been saying and talking about. From my perspective, it seems like there is a very large crowd of players who wish to try the game out. But, what is keeping them from getting the game is the subscription model it currently has in place for the game. Also personally for me this game still doesn't feel right to have a sub-model. But the thing is when a game goes f2p/b2p then It depends on what they fixed/cleared up/ how the new cash shop is exactly because from my long experiences playing with f2p games will either make or break it the said game, the cash shop is the biggest reason though. Either way, this game still seems interesting to me but I won't be getting another time-card to play. When that times comes, I'll be playing more on other titles like elite: dangerous (b2p) and such. 	
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I have yet to play an MMO where half of the players don't quit a month after launch.  It happens in EVERY mmo.  There are several reasons for this but these are two main ones. 
 
1)  Everyone goes into it thinking their last mmo is better.
 
This is the same philosophy as people's opinions of movies sequels that were a huge hit.  "Nothing will ever be as good as the first one!" mentality.  People have already convinced themselves they won't like the new game and go into it thirsting for a reason to quit before they even leave the character creation screen.
 
2)  Its "cool" to say you quit the latest and greatest mmo.
 
Yep, this is 100% true.  All over the internet are kids writing huge posts about how they only played (name the newest mmo here) for 10 mins, 10 days, only got to level 3, etc. and quit.
 
"I was bored."  translation - Everyone will think I'm super awesome and smart because it couldn't excite my supreme intelligence. Yeah!
 
"There's just no end game!" - translation - When people read me saying this they will realize how fast I leveled!  OMG that's one bad mother'f'er!  Soo hardcore, that guy!
 
 
 
LOL  yeah, so these are the two main reasons people quit mmos right after launch.  Of course theres all the usual ones, "its buggy", "I have lag", "I hate doing quests, killing mobs", "I was too stupid to install it/update/patch it/press start on the launcher", etc.
 
 
 
 
But the truth is most people return, just like the OP said.  Once they get back to their old mmo and realize it sucks and is old and tired they trickle back.
 
Now for the WoW players who tried Wildstar, there is a totally different slew of reasons for them.
 
1) Its too difficult.  The telegraphs are simply too much for them.  "Wait, dash what?  Where? Huh?"  "I have to have actual video game skills to play this?"
 
2) No tab targeting
 
3) You can't play Wildstar on your mom's 2003 Gateway PC with AOL still installed on it.  Yep, you need an updated computer to play it.
 
4) You can't just stand still and spam the l33t skill macro you made on your G15 keyboard in raids.
 
Who's with me?
 
 
 
 
 
 
 
 
 
 
 	
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atm the best guess for number of players on nexus would be around 35k or less. wildstar can increase the number of players they have via drops (dont think patches brings waves of people back) each drop take around 3 months to release. if we assume that every 3 months starting now doubles there player base that means it will take 10 more months to reach 500k players (35k, 70k, 140k etc.)
 
i aint holding my breath.
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