114833-the-4-changes-that-will-revitalize-this-game

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I’ve been playing my stalker since release, I spend on usual like 4 hours a day playing on non-raid day at the moment, I have played this game for a total of 52 days and 13 hours. I’m currently raiding in datascape exploring minibosses, maelstrom/lettuce, have done GA with 3 guilds since release, I’ve played pvp as hard as I could, I was one of those people that capped out on their amp/ability points before the change, all my friends that I started playing this game with have quit, These are the 4 changes I want to see.
 
Territory Wars:
Rework the warplots system, don’t keep it as a useless BG like Daggerstone pass. You could literally make it the corner stone for coming back to this game once a week, and working with your guild in a fun, sustain orientated activity. Divide the large *cupcake*ing map into sections, allot a specific time or times like wed/fri at 4 est – 12 est for guilds to choose to attack a territory, and keep it until it is taken away by another guild by losing a warplots match, if you centralize warplots with guilds and offer an incentive like giving the guild leader 10p every week for every territory they own this will add such a competitive feel to game. Let the default non-taken territories be occupied with mobs, you have so many amazing models, and mobs/bosses in datascape that you could put into a warplots map to make inhib the default territories, give us like a 2hour limit to clear the mobs out and clear the warplot, add harder mobs to like illium/thayd. You could make guilds and warplots such a magical experience. Imagine your guild having 4 territories, and having to defend 3 of those at the same time from different guilds. God even something as simple like making an npc that teleports you to large arena box, with 4 other people at random in a ffa until only person is alive tournament that happens once a week with a aesthetic or gear-yellow/pink accessory/title-
 
A Nerf to Datascape:
Nerf the numbers, not the mechanics, make it so it’s viable to clear bosses in there with 35 people alive, instead of having 40 for most of the boss’s life, let people see how hard your developers have worked on datascape.
 
F2P:
More people playing is never bad, give us monthly incentives to buy credd/subs, start focusing on housing/costumes, aesthetics, the pve content is hard it only needs a little tweaking, the pvp content needs a large amount of work, the pvp combat/balance isn’t as bad as everyone makes it. Please, please, please you're done catering to the people who want to do hard-stressful stuff, cater to the casuals, that have jobs/schools/ want a little taste of what they could be doing, work on making -new- content for people who don't have a lot of time, don't revamp content that is already great for the already existing targeted audience.
 
Stronger PvP gear:
Yellow/Pink, don’t make the base AP/PvE orientated numbers high like you did at launch with 1800 gear, PvP dmg/PvP def/ Crit Chance/ HP/ Deflect so much you could do here. Make it go along with Warplots or one(only1) of the popular queues, 2s/3s/bgs, or rewarded from seasonal top 10/25/50 PvP board rewards.
 
 
 
#neverhappening	
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Territory Wars: Kind of a cool idea.
 
Everything Else: Never want to see these happen.	
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I can't comment on the Warplot change.  I'll leave that to the PVPers.  Same for PVP itemization changes.
 
Datascape, if they nerf numbers, would have to be reworked for a lower player count, not making it so you can suffer more deaths (which is a nerf).  That isn't the problem with Datascape, it's getting 40 people who cleared GA into DS at the same time.  I am fine with DS remaining as it is.  If it changes, I imagine they'll reduce the upper player limit down so you need less, but you enter with less.  No change to difficulty.
 
If the game goes F2P, I'm headed back to EVE Online.	
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			Chua say "no" to 2,3,4Chua interested in 1	
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			Territory Wars never end well. EVER. What always happens is one big PvP guild dominates and starts absorbing other guilds because the money is just too awesome. Then the big guild dominates everything with no opposition until a large chunk of the aforementioned guild splits and renews the cycle. Perfect World had that and it is terrible.Datascape and PvP, I have no comments. Dead horse is dead.Much like Vic, if F2P hits, I am going elsewhere. Going free to play often is a death sentence for quality content.	
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You know, I'm going to go against the prevailing opinion here.  I don't understand why everyone is so afraid of F2P.   I've played a few games that went through a F2P transition and came out ok or even better for it.  I've also played a few games where it was very poorly handled by the company running the game, and the F2P offering became a P2W offering, or just flopped after a year because it made free players into second class citizens.  But all that's to say that the bad experiences I've had with F2P models came from the things the publisher did to monetize their players, rather than from the players themselves.  They weren't really all that much better or worse than sub players, in my experience.
 
I like the idea of a territorial control mechanic via warplots and might be convinced to do more PvP if we had something like that going on.
 
I'll withhold judgement on the Datascape ideas since I haven't seen it firsthand (like many other players).  However, in general I'm not a fan of nerfing challenge.  The only time that a fight should be adjusted to be easier would be if victory is a matter of luck rather than skill - and even then, only after careful study and consideration.	
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			about F2P......call it ...."experience"	
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You know, I'm going to go against the prevailing opinion here.  I don't understand why everyone is so afraid of F2P.   I've played a few games that went through a F2P transition and came out ok or even better for it.  I've also played a few games where it was very poorly handled by the company running the game, and the F2P offering became a P2W offering, or just flopped after a year because it made free players into second class citizens.  But all that's to say that the bad experiences I've had with F2P models came from the things the publisher did to monetize their players, rather than from the players themselves.  They weren't really all that much better or worse than sub players, in my experience.
 
I like the idea of a territorial control mechanic via warplots and might be convinced to do more PvP if we had something like that going on.
 
I'll withhold judgement on the Datascape ideas since I haven't seen it firsthand (like many other players).  However, in general I'm not a fan of nerfing challenge.  The only time that a fight should be adjusted to be easier would be if victory is a matter of luck rather than skill - and even then, only after careful study and consideration.
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As far as the raids go I'd love to see an option for the "normal mode" being 10 & 20 man, with a Vet version of each being the current 20 & 40.  I'm with Vic in that the biggest problem is coordinating 40 people.
 
As for F2P I'm against it and all from personal experience.  I use the B2P of GW2 as an example.  It was cool for a while, and I was really into it for a little over a year.  The problem, for me, was that I felt like the Dev's focused on creating items for the gem store as opposed to new content or fixing up areas of the game.  Best example was Commander Tags for WvW, how long did that take and how long were people crying for it?  New zones that come and then go...  Worse yet selling items on the gem store for moola and then removing the content they go with (infinite continue coin & SAB anyone?).  I also tried to get into MWO and had similiar experiences.  Things that should have been worked on seemed to get dropped by the wayside so that cosmetic items could be added to the cash shop instead.	
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If anything Wildstar should've learned from WoW several years of experience on how people want content and quality of life over anything else. This game was rushed with the most horrible itemization system i've ever seen in my life, and *cupcake* did i play a lot of games in the past 25 years, it's just mind blowing how obvious it is that they released a rushed product that have glaring issues since CBT2 that were completely ignored.
 
Tbh i think the time for *fixing* is long gone, f2p will most likely happen and that's when i'll be out of here, extra amp/ability points,40 mans, itemization, pvp rating for gear,  it was bad idea after bad idea that killed this game potential to be a huge hit.
 
Sadly, no matter what i say some *hardcore* players will keep bashing some random crap they think should be right cause that's hardcore and everyone want stuff handed to them in a silver platter, funny enough most of those so called hardcore players that linger in the forums barely killed 1 boss in GA or got any rating worth a damn in pvp.
 
People that are so ever demanding here, are usually casuals with a good amount of skill that consider themselves hardcore, but that never really keep playing, they raid for 6 months then quit saying the game is super boring cause * x reason*, then go look for a new mmo to get the illusion of badass or progression when all they really have is gear advantage over worse skilled players.
 
If most games gave a flatout stat and class balance, most of these really annoying hardcore players wouldn't play, cause all they love is the *advantage* over other players, hence why they keep screaming people should put *time  and effort* and how the people with less time should just be in a devoid zone of fun or cool looking armor.
 
My description above, nails the general feeling people have against WoW, and why this hardcore BS is only there as a farse, most of the elitist vomiting garbage on the forums barely even beat the top tier raiding in wow under 2 months after the release of a new tier and only care to be a special snowflake.
 
Considering how hard it is to recruit someone with real hardcore raiding experience worth a damn in this game, at least on Pergo dominion side, it's pretty safe to say the only people left are the ones that love the advantage and complete shit imbalance state this game have with all the amp/ability and gear in general.
 
I don't think i've seen a game that is more P2W with a sub then this one, which is hilarious considering how proud people are of the amp/ability points they bought with plat.	
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			Ug. I despise all of those changes. In particular the PvP gear. Huge swaths of this game's design are about stroking the ego of the few at the cost of completely losing the many. You don't double down on that behavior as the cure for it's consequences. The most skillful will win in PvP, there's no need launch the feedback loop/death spiral of giving them better gear for doing it.	
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F2p is basically when you give up on the game.. and announce it not good enough to sustain what it started as
 
They just need to overload on Vanity items for now lol, people under estimate the power of aesthetics and costumes..	
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			All of those things happen? Or any of them? Game is dead.	
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F2p is basically when you give up on the game.. and announce it not good enough to sustain what it started as
 
They just need to overload on Vanity items for now lol, people under estimate the power of aesthetics and costumes..
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I think territory wars are an excellent idea with the proper reward system.
 
What immediately comes to my mind?  Influence.
 
Guilds already have a system for it, it works, and it's not game-breaking enough to discourage smaller guilds from existing.  Just grant large Influence bonuses for keeping/winning territories, and give us more ways to spend Influence.  Add in cosmetics, titles, and such and you have a fun aspect of the game that encourages participation rather than punishes being in a small guild.
 
EDIT: Something that immediately comes to mind?  Influence bought buff-station.  One-time use, 1 hour duration, persists-through-death food buff from a select-able list.  I was thinking of something similar for medishots and boosts, but I wouldn't want guild influence to replace a profession.  Maybe new consumable items that boost production of those things?  There are plenty of things that could be used as influence sinks on consumable items for guild use.  Thinking ahead here a bit, but if they ever put in guild plots perhaps a large short-duration buff to harvesting nodes in a guild plot.
 
If this all continues to use the Warplots rating system, perhaps give a very small bonus to rating for defending a specific territory for 3+ battles in a row independent of ELO.  Say 10-15, perhaps scaling down to 0-5 as your rating gets higher.  I feel this is important so that guilds have a reason to keep territories and encourage participation even against much lower rated challengers.  It might suck to lose against a low-rated guild with nothing to lose, but at least you could gain more than 2-3 points if you win (unsure of how their new ELO will work out, but if they're adjusting swing downward to prevent large losses, I'm pretty sure that also means smaller gains).
 
As far as Datascape?  Have to agree.  If nothing else, a single disconnect out of 40 players should not a wipe make, in my opinion.  If that's the case now, it's tuned way too tight.  I feel that if your players are competent and decently geared, every fight in GA is 18-mannable.  This makes me feel that DS should be tuned to be completable with 36.  If it's not, I feel it's putting an unrealistic pressure against the roster boss than anything else.  I do not want DS to be nerfed mechanics-wise, but if dps enrage is so close that 2 dps dead/disconnected fails a pull I can't imagine DS will be a very "fun" instance to look forward to.  Maybe more people with actual DS experience can weigh in, I'd appreciate it.	
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The abhorrence for the Free to Play model is that the examples everyone cites are bad ways to monetize your game.  It's a vicious death cycle catering to Whales in the hopes that a select few will buy to have access to, or ease their way by, whatever new content is produced by the developpers.  There are, however, other ways they could monetize, and ways that could be done without the stale stench of other exploitive Free-to-Play / Pay-to-Win models.
Premium currency.  We already have this as CREDD.  Now it's time to make it worth more than simple subscription time.  CREDD should continue to have a real-world dollar to in-game currency transfer rate.
Premium account.  By spending CREDD (effectively subscription time on a F2P model), provide the player with improved XP / Path XP / Elder Gem / renown accumulation.  This will be especially appealing for players cycling through an alt to accelerate levelling time and gearing up. [ edit ] - it should be noted that Elder Gems might also have to give way to a two tier, Elder Game currency system.  With Elder Gems being used to purchase 'gearing up' gear and a 2nd more sought after currency being used to buy 'current' gear.  Premium accounts should not (and must not) accelerate this later type of currency.
Premium vanity items.  Costumes, Dyes, Mounts, Pets, Decor, FABkits.  These may only be purchased directly from a vendor with CREDD.  Once purchased, they become Bind on Use, allowing them to be 'flipped' for in-game currency.
Path Resets.  Allow characters to change their path, starting them from 'zero' on their new path.  If you really want to push the premium value of this further, allow players to archive a 'forgotten' path for an additional CREDD purchase to let them flip between the two.
Faction / Race Swap.  All with CREDD.
Premium tournament content.  Host premium PVP tournaments.  With CREDD as the buy in for registering as well as slots available without CREDD purchase for best-in-season to select teams.
More character slots.  Want more than 10 on the Megaservers?  No problem.  CREDD has you covered.
And more.
Only one of these, one, provides an in game advantage, and that's the accelerated XP, Path XP and Elder Gem accumulation.  This is the only element that smacks of anything close to pay-to-win and it's very appealing advantage that will keep those serious about staying ahead of progression interested in investing in CREDD.  Of course, the rub is that CREDD does still have an exchange rate in game for platinum/gold/silver/copper.  Demand for CREDD will increase which in turn benefits those looking to sell it for a quick accumulation of these funds.
 
This does not isolate the player base from the haves and have-nots.  Content is still universally accessible.  All of the CREDD-only purchasables can be, in a round about way, be accessed for in-game currency (either from finding them on the AH or by putting in buy orders for CREDD).
 
There are, however, still threats.  For example, one of my concerns would be that things like Elder Gem requirements for attunements spike with this business model, lengthening the time to complete an attunement to arduous stretches without a premium account.  This should never be the case.  A girl can hope.[ Edit added to discuss Elder Gem vs Alternative in Premium Account time ]
			
				
	Edited September 30, 2014 by Primm	
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			Never ever want to see a Raid nerfed.  If it's doable then leave it.  Someone will do it!	
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Never ever want to see a Raid nerfed.  If it's doable then leave it.  Someone will do it!
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To be honest unless they are boosting mobs hit points in raids they are doing a very soft nerf in drop 3 because it is easier to get better gear and some of the ruins may allow for stacking even more AP/SP/main stat.
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Slightly better gear will make zero difference in your ability to clear raids in WildStar - it is MUCH more about skill at that level.
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			I agree the changes could make it easier but I highly doubt it because all the crafted gear will be below GA level.  So you can't get the silly gear you used to be able to get.  Those with those items already may benefit a bit from them.  The DPS race wont be made that much easier if people are still dying so I can't imagine it making a massive difference.  It will allow the more skillful people who can stay alive to do a bit more but those dying will still die and the improved DPS wont add up to a full persons capacity so the overall impact wont be massive.	
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While I try not to quote to you, by being able to stack abilities with AP/main stat for DPS they improve their dps slightly, improving DPS slightly will make those enrage timers / DPS races easier to manage. It may allow some of the 6/6 guilds that probably wouldn't do SD to perhaps be able to do SD, maybe and other things.
 
If you think gear doesn't count then I am guessing raiders should not be putting runes in their gear because it is all skill.
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While I try not to quote to you, by being able to stack abilities with AP/main stat for DPS they improve their dps slightly, improving DPS slightly will make those enrage timers / DPS races easier to manage. It may allow some of the 6/6 guilds that probably wouldn't do SD to perhaps be able to do SD, maybe and other things.
 
If you think gear doesn't count then I am guessing raiders should not be putting runes in their gear because it is all skill.
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There's a difference between putting slightly better gear on a person who wasn't good enough to raid before and not putting runes on someone who can raid, to be fair.  Most of the time, people who can't complete raids aren't solely butting up against the enrage timer.
 
I mean, point taken, but Carbine themselves made that point that they would never nerf raid difficulty, because as players unlocked AMPS and Abilities, they would reduce in difficulty organically.  Increasing gear is an even softer improvement for players than that.  However, it's hard to call it a nerf when we just asked for less RNG on top of RNG.  People were getting gear before, it just wasn't always useful.  I try not to think of reducing the time taken to do something as a "nerf" necessarily, though.
 
And that doesn't discount Lethality's point.  The only people that some extra stats will help to clear content who weren't clearing it before are people that are just slightly not making the enrage timer.  That's not a high percentage of raid wipes at the moment; most die because they fail the mechanics.
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You can now get AP or main stat from Logic and Life slots, so things that were effectively rubbish slots have some suitability now and you can also re-roll them too if need be.
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You can now get AP or main stat from Logic and Life slots, so things that were effectively rubbish slots have some suitability now and you can also re-roll them too if need be.
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I agree the changes could make it easier but I highly doubt it because all the crafted gear will be below GA level. So you can't get the silly gear you used to be able to get. Those with those items already may benefit a bit from them.
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