105954-lets-play-good-idea-bad-idea-how-do-we-make-this-game-better

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Good idea: Tough fights that require group communication
Bad idea: No in game voice client to perform required group communication
 
Good idea: Requiring players to beat veteran dungeons before doing raidsBad idea: Making a time requirement to complete these dungeons instead of a skill requirement
 
Good idea: Making a versatile crafting system to get good items to players who spend the time crafting
Bad idea: Allowing those items to be better than most items you get from group content
 
Now, let's look at those last two for a moment.
 
If not for attunement, why would anyone do veteran dungeons? Here's what winds up happening:A guild sets up static groups certain people to get through vet silver dungeons. Some folks don't get into those groups, and miss out on the whole... "practice" thing.
These people who know the fights just tell whoever hasn't done the fights to go watch a YouTube video on how to do it. Hooray, you're now an expert!
So you get put in a group and expected to make silver your first try based on what you saw someone else do. Easy, right? If not, l2p nub, rage quit, gquit/kick, etc.
 
Your alternative: pug vet silver dungeons.
Now look back to the first 2 lines of the post.
 
Good luck! Chances are that IF you get a pug, it's a bunch of brand new 50s who haven't realized that pugging a vet silver dungeon just isn't going to happen. My guess would be that after a few attempts, they're going to stop having fun and probably just stop playing all together if they aren't part of, or can't join a prestigious guild who can help them get through content.
 
I mean, if you don't want to raid, there isn't much point in playing once you've hit the level cap... so this is your one and only option to progress beyond your weekly elder gem cap. If people don't have a reliable grouping option, they're going to run out of things to do really quickly and get frustrated by the knowledge that they are not making any progress.
 
Is this why people are quitting? Maybe it has something to do with class balance? PvP? Lack of Content? Are people even quitting? The queue times on Pergo say that they definitely are. What do you think? How can we fix this?
Wildstar is a great game made, but they've obviously made some poor decisions. I'd hate to see this game go under due to poor implementation. What are your thoughts? Let's keep the discussion as broad as possible. What else, in the grand scheme of things, is ruining the game for you?	
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Good Idea: Put moves that you can use and stay stealthed.
Bad Idea: Make said moves break stealth because they are annoying at best/worst
 
Good Idea: Medics
Bad Idea: Pvp Medics, Dps Medics, Tank Medics
 
Good Idea: Big Swords
Bad Idea: Huge Resonators
 
Good Idea: Chua
Bad Idea: Chua eating after Midnight
 
Good Idea: Robots
Bad Idea: Robots in Underwear
 
Good Idea: Housing plots
Bad Idea: Limits inside the house more than outside of the house
 
Good Idea: Nerf overpowered ablites
Bad Idea: Nerfing annoying ablities (Ones that may be annoying to affected but by no means a threat)
 
Good Idea: Confusion
Even Better Idea: Confusion near ledges
Awesome Idea: Blind and Confusion near ledges
God-Like Idea: Making Confusion change all keybinds during the confuse (1-8 mixed up)
An Crazy Idea: A match with rolling blinds/Confusions every 10 seconds lasting 7-8 seconds on ledges/support beams as you try to run a mask or bomb.	
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Good idea: Making a versatile crafting system to get good items to players who spend the time crafting
Bad idea: Allowing those items to be better than most items you get from group content
 
 
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Do you know what you are talking about?
 
What crafted gear is better than most group content items? 
 
Perhaps you know something we all don't, but on my Heal spec medic, only 1 out of 12 slots has a crafted item as pre-raid BiS. On my DPS medic 0 out of 12 slots have a crafted item as BiS.
 
On my Tank Engi 0 out of 12 slots have a crafted item BiS. 
 
IIRC the most slots in which crafted items are BiS for a spec is ~4 out of 12.... 
 
If a crafter is lucky, crafted gear can start to broach competitive levels with pre-raid gear... but frankly not to the extent most people are suggesting. 
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What you are talking about?
 
What crafted gear is better than most group content items? 
 
Perhaps you know something we all don't, but on my Heal spec medic, only 1 out of 12 slots has a crafted item as pre-raid BiS. On my DPS medic 0 out of 12 slots have a crafted item as BiS.
 
On my Tank Engi 0 out of 12 slots have a crafted item BiS. 
 
IIRC the most slots in which crafted items are BiS for a spec is ~4 out of 12.... 
 
If a crafter is lucky, crafted gear can start to broach competitive levels with pre-raid gear... but frankly not to the extent most people are suggesting. 
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{| class="blockquote"
What you are talking about?
 
What crafted gear is better than most group content items? 
 
Perhaps you know something we all don't, but on my Heal spec medic, only 1 out of 12 slots has a crafted item as pre-raid BiS. On my DPS medic 0 out of 12 slots have a crafted item as BiS.
 
On my Tank Engi 0 out of 12 slots have a crafted item BiS. 
 
IIRC the most slots in which crafted items are BiS for a spec is ~4 out of 12.... 
 
If a crafter is lucky, crafted gear can start to broach competitive levels with pre-raid gear... but frankly not to the extent most people are suggesting. 
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Good idea: Dungeons
Bad idea: Dungeons that can't be Pugged by random group	
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Good idea: Dungeons
Best idea Ever: Dungeons that can't be Pugged by random group
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Good idea: Dungeons
Bad idea: Dungeons that can't be Pugged by random group
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Fixxed
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Why does LFG exist then? They should have left that out if they intended them to be completed only by pre-made groups.
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Becasue you can pug them, just bad players can't be in the group. 1 bad player = nothing being completed. Granted there is issues if you end up with say 3 Medic Dps and healer Medic.
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Which brings to mind:
 
Good Idea: Requiring coordinated interrupts for PvE content.
Bad Idea: Not equalizing the number of PvE interrupts amongst all the classes. A group with 4 Warriors and a Spellslinger Healer would have upwards of 12-15 IA, the aforementioned group of medics could have as few as 6-7, depending on the tank's class.
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They really need to include a in game voice chat for dungeons. It's the #1 reason I don't PUG any PvE stuff.
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Becasue you can pug them, just bad players can't be in the group. 1 bad player = nothing being completed. Granted there is issues if you end up with say 3 Medic Dps and healer Medic.
 
"What a sissy boy you are, beat up by a nude girl and a nude hotdog"
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Having amazing advertising and in-game NPC Mechari with voices
 
 
Letting players create Mechari that have no voices
 
I miss this show so much...	
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Why does LFG exist then? They should have left that out if they intended them to be completed only by pre-made groups.
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Because they're clearable by PUG.  You can't expect to reliably medal with a PUG.  Medals are a judge of overall group cohesion and skill.
 
PUGs can definitely complete a veteran dungeon, though.
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Ah, cool. I didn't realize that. I may give them a try then. I don't care about Attunement, I just want to do Dungeons for fun, and gear.
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Because they're clearable by PUG.  You can't expect to reliably medal with a PUG.  Medals are a judge of overall group cohesion and skill.
 
PUGs can definitely complete a veteran dungeon, though.
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Good Idea: Rune system
Bad Idea: 100.1% RNG
 
Good Idea: Class balance in PvP that affects PvE
Bad Idea: 15% of the game is PvP related.
 
Good Idea: Medal system
Bad Idea: RNG
 
Good Idea: Tradeskills
Bad Idea: Technologist
 
Good Idea: Loot tables for bosses
Bad Idea: No way to access this loot table
 
Good Idea: Attunement 
Bad Idea: Attunement	
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I kinda have to disagree with PUGs not being able to complete veteran dungeons(bronze or lower if you want to include medals). The content is inherently difficult and that is fine at most it needs some refinement and tuning in terms of bugs and the flow of dungeons.
 
Aiming for silver is 50/50 when doing a pug currently and gold is...well rare. If there is any issue it is the expectation people have going in and it often comes as a bit of a shock to those who feel the adventure difficulty and normal dungeon difficulty is the same level.
 
I try to tell people I've met and have run PUGs with that simply put if you're doing it cross server through LFD system it's simply best to say "If we get silver+ great, but really lets just aim to clear" and the runs go much better as it takes off that "omg timer" feeling people get. Most of, if not all the content itself is very much doable when the timer is ignored in PUGs and earlier we had an issue with the "gold or bust" in adventures that I'd say was equally devastating to PUGs, but just a different goal in mind. Once that was changed up adventures(least to me anyway, became far more calmer pug wise and whether people got gold or not it didn't matter.
 
That's a slightly different topic though, but essentially basic communication is needed. Something as simple as saying "X get first interrupt, Y and Z get 2nd, G get 3rd and repeat" goes such a long way... I Puged a skullcano earlier and my first run bombed because I was confused(as the tank) which spell i was interrupting on tugga and we wiped a few times because i *cupcake*ed up and the group wanted to get silver so they disbanded ran with their own guild mates and thats fine...
 
So second group after that I ran with I they just wanted to clear it and enjoy the content, we had time to set things up and we cleared all the way through even picking up lore that i and the other missed on our times through on normal.(this is a complete pug)	
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I'm gonna go out on a limb and say that the average pug actually can't complete a vet dungeon, medal or not. The biggest part of this is due to the lack of communication.
 
What stems from that is that barely anyone is able to do vet dungeon content, unless they're in a fairly large guild. So now, these inexperienced players are slowed to a crawl by being forced to wait for a group within their guild instead of within the much larger pool of players available through the group finder.
 
As it is right now, you'd might as well just save some time and just delete a few gold to simulate the experience of running a vet dungeon in a pug.
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			I wish they would bring this game to the PS4. I'm here on a free trial account and now I'm dying to upgrade my toaster to play Wildstar. No other game has grabbed my attention like Wildstar since the first time I watched a friend playing WoW.  I was stuck on WoW so long I didn't realize how outdated my PC has become. Now the only game I want to play is Wildstar. If this was on PS4 I'd actually have something to play on PS4. Please Carbine bring this great game to consoles. 	
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Fix all bugs, remove all bots, and make is slightly more PuG friendly
Also stop nerfing warrior, and buff them alittle, warrior should always be masterrace	
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Good idea: Chua
Bad idea: Aurin	
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Good idea: The way Chua talk
Bad idea: People doing it on the forums	
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Good idea: Housing.
Bad idea: Nothing but grass for your lot's ground. I would KILL to be able to park my spaceship on a proper landing pad.
 
Good idea: Challenges.
Bad idea: Challenges popping up as surprises while you're in the middle of doing something else, with RNG rewards that force repetition and end up making you feel cheated. If I went to the trouble of getting a gold level on a challenge, I should get to pick the reward, and once I beat something once, I should never have to come back to it again unless I want to.
 
Good idea: Paths.
Bad idea: Scientist and Explorer locked areas with quest and/or lore content in them. Forced grouping for anything but instances and boss mobs (I do like the bounty boards) can kiss my Chua's tail.
 
Good: Reasonably mature content. Finally, a MMO that recognizes that most MMO players are adults.
Bad: Too much sarcastic or over-the-top WWE-ish dialogue. Every time a transmat or holo-crypt snarks at me, or that guy shouts at me when I level up, it makes me want to kill jabbits.	
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Good idea: a stylist where we can change our hair styles, piercings, hair color, and other aspects of our appearance. 
 
Bad Idea: having stylist be a cash shop item and not use in game currency	
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Good idea: Bigger boobs
Bad idea: Feminist vocal minorities
 
Good idea: New classes and paths
Bad idea: Uninspired design
 
Good idea: Strain infected Lopp and Protostar hilarity
Bad idea: Uhhh... strain infected shinies?
 
Good idea: More shiphandz
Bad idea: Not letting shiphands have a level 50 difficulty
 
Good idea: Ekose for Exile, Eekluu for Dominion
Bad idea: Skeech for Exile, Moodies for Dominion
 
Good idea: World PVP objectives
Bad idea: Absurdly powerful guards
 
Good idea: Standardizing dye cost
Bad idea: Keeping the same =(
 
Good idea: Nerf burst
Bad idea: Buff warriors	
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Good Idea: balancing of classes
Bad Idea: Whatever the *cupcake* happened to Medics
 
Good Idea: PvP Walatiki!
Bad Idea: Steamrolls due to carries
 
Good Idea: Rich Lore and Story with questing
Bad Idea: Auroria + Whitevale = Graveyard of Subs
 
Good Idea: Harder Content
Bad Idea: TIME GATED TO *cupcake* AND BACK AND *cupcake* AGAIN
 
Good Idea: Raids
Bad Idea: Attunement boredom gate to Raids
 
Good Idea: Veteran Adventures
Bad Idea: Blue Drops in 4/5 runs.
 
Good Idea: CREDD
Bad Idea: None.
 
Good Idea: Elder Gems
Bad Idea: Knee Buckling Weekly Caps + Architect exploit letting others get through 10 months of waiting while rest of us suffer it.
 
Good Idea: This thread
Bad Idea: Letting me post in it.	
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Good Idea; telegraph system
Bad Idea; Items hidden behind RNG, which is then hidden behind RNG.
 
The RNG nature of the loot system is simply mind bogglingly bad, I get that we have to work (grind) for items, for BiS, makes sense and logical, nothing is worth it unless you have to work for it, that said, and I'll use the TF Amp for SS's as the example.
 
I am personally grinding all the dailies and challenges in an attempt to get the amp to either drop from a mob or from a satchel (I refuse to pay the massively over inflated price in the CE, 15P for an amp is stupid, just so someone who exploited the game early on and racked up a massive amount of credits using one of the as "working as intended" crafting exploits to corner the market, anyhow that's a post for another day).
 
So I do the challenges, get a 10x "chance" at the satchel, what happens I get a bloody dye bag, this happens FAR too regularly to be anything other than in the code of the game, for a chance that the satchel will have the amp I am after.
 
To add insult to injury, the bloody dyes that drop from that box are soulbound... aaaaaaagggggggghhhhhhh!!
 
So in essence, RNG for the chance to win a satchel (weighted RNG at that), then RNG from the actual satchel.
 
The there's the loot from adventures and dungeons, so we have the good old fashioned RNG (what's dropping from the boss this time)suspense, but then we get the RNG of the runeslots, so the item you you may be after drops but is not the upgrade because the runeslots are a joke thanks to the RNG process.
 
Did one of the coders come up with a funky piece of RNG code and the other devs thought "oh this is cool, we need to use this as often as possible!". Where was the Head of Game Design (the supposed voice of reason) saying "you're having a laugh, don't be so stupid, just because we can do something doesn't mean we should, stop being intelligent and start being smart!".
 
Whichever genuis thought that one up needs someone to take them "outback" and have a conversation with them with a large piece of 2x4 > :)
 
Bode.	
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Good Idea: Tying attunement to skill
Bad Idea: Actually tying attunement to herding world bosses and slapping down CREDD to buy golden tickets
 
Good Idea: Challenging dungeons
Also Good Idea: Medal system
Bad Idea: Tying both to attunement and thus turning dungeons into a drama war between raiders and non-raiders
 
Good Idea: A sci-fi MMO with a completely new and intriguing IP
Bad Idea: Making quests and NPCs shallower than the kiddie pool and hiding all the good lore in the Hitchhiker's Guide To The Galaxy tab
 
Good Idea: Active combat
Really Good Idea: Interrupts and Moments of Opportunity
Bad Idea: Resource building at lower levels
Another Bad Idea: Critical / Deflect system advantageous to DoT attacks over sniper shots
 
Good Idea: Telegraphs
Bad Idea: Medic telegraphs designed by M.C. Escher
 
Good Idea: Paths
Bad Idea: Locking one character to one path and segregating personal XP from path XP
 
Good Idea: Crafting
Intriguing Idea: Crafting via dartboard
Bad Idea: Having to craft via dartboard every time	
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Good Idea: a sci-fi MMO
Bad Idea: a high fantasy MMO pretending to be a sci-fi MMO (and not doing a very good job of it either)	
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Good Idea:  Add a new stat to every attack and ability:  PvP Power.  This stat affects how powerful the attack is any time it is used against other players.  For abilities that do not target an enemy (i.e. heals), it only effects their power in arenas, battlegrounds, or other dedicated PvP instances/locations (it is too much of a hassle to program it to recognize world PvP in any fair manner).   A "PvP Power" of 100 for an ability (which would presumably be the default when they introduce the mechanic) means it does 100% of the damage it normally does (before taking into account PvP defense and offense stats from PvP gear).  Oh, and while I call an ability's "PvP Power" a "stat," it is a trait of each individual ability, and is NOT effected in any way by ANY form of equipment, talent, or amp (i.e. an attack with 80 PvP efficiency will always have 80 PvP efficiency, until such time that a patch changes it)
 
If PvE is balanced and PvP isn't?  Change the PvP power slightly.  An overpowered ability can have its PvP power reduced from 100 to, say, 90.  Which then causes it to do only 90% of its normal damage against players/90% of its support effects in PvP instances.  If the PvP is balanced but the PvE needs work?  Buff the ability, and reduce its PvP power by the same fraction so that its PvP traits are unchanged. 
 
One extra stat for each individual ability, and you have a simple means of actually balancing PvE and PvP without major headaches or causing lots of people to complain about a nerf/buff screwing over people in the other manner of play. 
 
 
 
Bad Idea:  Add a full separate set of tabs or a full separate set of stats and characteristics for abilities for PvP.  Almost all the problems in balancing PvE and PvP come from the fact that an ability balanced for PvE may do too much damage or healing in PvP.  Adding a full separate set of stats and traits for attacks and abilities is a complete mess to begin with. 
 
Balancing PvE and PvP with this is a big messy affair since you would have to alter the entire "copy" of the ability.  Not only that, but if balancing causes abilities to actually start having different effects in PvE vs. PvP, then it will run into the concern of players having to get used to their abilities doing completely different things based on whether they are in PvP or not.  And really, there are very few abilities which need something done to them other than a damage/heal change to be suitable in PvP (in standard MMOs, this would usually be crowd control abilities and stuns, which often do have their own diminishing returns mechanic in play to deal with this). 
 
Also, Carbine has already stated that they will not do something like this, and rightly so (it would be a pain in the butt).  To be fair, that could apply to the "good idea" version as well.  However, I am convinced that a single ability-by-ability stat would be simple enough to consider, and easy enough to adjust to deal with balance issues.  I mean, it would be only a single number that needs adjustment in many cases.  As opposed to the Bad Idea version where you basically need to edit an entire ability TWICE if you wanted to adjust both its PvP and PvE versions. 
 
 
 
Also Bad Idea, possibly worse idea:  The classic balance game, where there is nothing to note between PvE and PvP.  Even Blizzard, the supposed kings of balancing things, can't properly balance PvE and PvP without throwing in some custom traits that reduce the effects of some attacks and spells on players.  Hell, even with such allowances, they can never really balance them fully, despite the expertise of their teams at attempting this feat.  And Carbine is not Blizzard (a phrase which can mean both good things and bad things, but which in this specific instance probably is negative).  So they should not be afraid to make things easier on themselves.  By which I must stress that the solution must be simple and easy to deal with and adjust (i.e. every ability having only a single attribute like the "PvP power" idea), and not some big mess that requires even more effort put into redesigning abilities. 
 
That is my take on the subject, anyway. 
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