149826-feedback-after-the-first-25-hours-from-the-perspective-of-a-new-player

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So I just want to give some feedback of the various systems and approaches from the perspective of a new player. 
This feedback will also include opinions from people I have invited and their perspective also.
 
Lack of Information of mechanics and stat values.
The quote best fit this would be, "Water, Water everywhere but not a drop to drink" 	Wildstar has an abundance of tutorials but the information they provide is so superficial they really essentially worthless. 	Important information such as what traits are before making a permanent decision in it are sorely lacking. Including \ embedding those videos along with the character creation would help some what in that regard. 	A lot of the mechanics in game have no explanation at all. So many things took me a while to figure out such as what each damage modifier does. [ Critical Severity \ Deflection \ Interrupt \ etc ]
 
 
Combat:The Active combat mechanic is welcome breath of fresh air in MMO style games yet there are quite a few issues.
Control Scheme	The game only supports keyboard and mouse but it seems it was more designed for gamepad. As it is pretty hard to move \ orient \ and press further action keys numbering 5 - 0 on the keyboard.	The way I resolve this issue is moving the action keys 5 - 0 to keys around the WSAD. So things like Q \ E \ Z\ X \ C \ V are utilized instead. Yet this approach is some what more daunting for the casual user.	Official gamepad support may go a long way in helping new players get a much better grip on the control scheme. But that would also mean making a custom UI for gamepad.	
Difficulty	The difficulty of monsters level 1 - 10 are pretty easy. I generally have to ago 4 - 5 guys solo just to make it worth while and even then I never used a medigel. 	A few of my friends were put off pretty easily because there was no challenge to start off with and since it takes a while to reach level 15+. This resulted in a few giving up before even hitting level 10.	I think slightly reducing the monsters health by 25% while increasing the damage output by 35 -50 % would add that necessary bit of challenge.	
Besides these issues, I really do love the combat in most cases. Though I wish medigel and potions were more useful. In majority of cases you don't ever need it because of lack of difficulty. 
 
In game Store.
The in game store feels a bit barren. I don't mind spending money but there isn't much that I want to spend it on. 	Adding a bit more cosmetic set variety would go a long way.	Personally one thing I was hoping to buy was  the data drifter ( Though I could settle for a tron style bike ) 
Accessibility to Features
I am generally talking about things like the Auction House \ Bank etc.	In games like World of Warcraft, Guild Wars 2 you may not be able to use them till level 10, but you can hop into the capital city any time and know at least they exist.	A few players I have played with were a bit iffy on continuing because such features were not made readily apparent to them early on.	Also you were probably avoiding it due to missions in the capital city giving XP rewards. Instead you could offer less XP, and more reputation.	
Social Interaction
One of the things I love about this game is how certain traits have access to certain parts of the map. Explorer have short cuts, engineers can unlock certain rooms, etc.
The game really does not help promote social play and in some cases pushes against it.	The main issue is the loot mechanic when in groups is really anti social feature. The system is currently setup in such a way it gives less loot to all players when in groups.	This can be fixed in one simple way. The loot dice roll system will only be active in unique instances where enemies do not respawn. 	
A group finder similar to Path of Exile will go a long way to find other players to roam the world with. All the player has to do would be to go to a bounty board, and post a group find. Other players look at the board can join a group that interests them. Also include a little tutorial that such a feature exists. The details include who the other players in the group currently are and what their trait is. 	Player driven supply and demand economy from auction house connected to NPC stores.
Certain items sold by NPCs which are also found on the auction house are connected. This feature is called "Special Order" which only unlocks for each item after a certain reputation is received. 
If a similar item is sold on the Auction house which is being sold for less then the NPC is offering. The NPC will give you an option to purchase it for the cheaper price from the auction house and delivered to the inbox. 
This mechanic will give early access to the "buying" portion of the auction much sooner as well as making the auction house more accessible. 
In Summary.
I really do love Wildstar I think it is a beautiful game with a rich story and some amazing CGI Work ( F2P Cinematic - I totally would watch a movie version of this, just saying *wink* *wink* *cough* Titan A.E * cough* *nudge* ) 
Moving to Steam would probably increase awareness to the game exponentially - but maybe a bit before that correcting some long standing issues ( UI bugs not displaying the correct value \ armor sets for wrong player classes \ etc ) would be a good idea. I really want this game to succeed and I hope you guys stay around for the next 10 years. Making great new expansions where you leave Nexus - and fight to take back the other conquered worlds of the dominion. 
Or make a randomly generated dungeons at the Nexus Core similar to Spiral Knights and Torchlight to keep things fresh. 
 
I wish to give my thanks to the dev team for making such an amazing game. 
Oh and who ever thought up the character designs and animation for the creatures - just got to give you a hand. They are just creative master pieces from the throwing up walrus to the cartoon pounding cat. Really a fantastic job on that front. 
See ya around.
			
				
	Edited February 23, 2016 by TheLastWildling	
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Leveling to 15 takes too long? What's the attention span these days if 1-2 hours is too considered "too long".
 
-The reason why they haven't focused so much on leveling is because it's so damn fast. We're talking about a handful of days at tops. They're focusing on "what to do at lvl 50", since that's where the game and the difficulty actually starts at. While settlers can create banks in the leveling zones before, First regular bank and Auction house is in the capital city indeed. Not that you really need AH before that as you can pretty much kill the stuff until then naked with just your weapon equipped, like you said.
 
-Steam release has already been confirmed to be in the pipelines, I think the estimate was in the first half of 2016. drop 8 maybe? Propably around summer-ish.
 
-For the ingame store: They're constantly adding stuff. Some better, some not so. But it has gotten quite a lot more stuff since f2p release and propably will keep on getting stuff.
 
Data drifter wont ever appear there as it's the reward mount for killing the last boss in Datascape (2nd raid)	
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I get in the map a thousand little things called cache, every time I get closer to them, there is nothing there or anything to trigger whatever the hell is cache.
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thank you for this constructive post.  breath of fresh air.  lack of info has plagued the game since the beginning, and the stats were recently revamped and "simplified" pre f2p.  i think they are just as confusing for someone starting out, so a fail imo, but it is not bad.
 
i play this game with a gamepad and gaming mouse, simply cannot play it otherwise.  I had to customize the key binds but now i can move with my thumb pad, abilities on my mouse, and all else on the game pad like loot, mount, etc.  my mouse even has a third button to act as control when you have the floating action bar pop for some things, as well as the left bar uses ctrl+number to activate which i use for pots and boosts.
 
i would hold off on the difficulty thing.  you are level 10?  this game plays like most mmos while leveling with a steep difficulty ramp at 50.  this game is not hello kitty and puts most other mmos into the easy bin by comparison.  i would play more before you settle on that opinion.  it just is not true.
 
the social interaction i dont really agree with you on.  i think this game tries to promote group play with a society that is more and more becoming isolationists behind their technology, or use technology for their social interactions when they want.  people dont want to play with others in an mmo. crazy right!?!  i dont follow the whole npc store connected to auction.  if you sell less than the npc will give you, you are doing it wrong.  most npcs, except rep vendors have garbage anyway.  and most of that stuff is bop i believe.  so you can only purchase for yourself.
 
i agree with most of your other points, and again +1 for the constructive criticism.
			
				
	Edited February 23, 2016 by Foul Wind	
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Leveling to 15 takes too long? What's the attention span these days if 1-2 hours is too considered "too long".
 
-The reason why they haven't focused so much on leveling is because it's so damn fast. We're talking about a handful of days at tops. They're focusing on "what to do at lvl 50", since that's where the game and the difficulty actually starts at. While settlers can create banks in the leveling zones before, First regular bank and Auction house is in the capital city indeed. Not that you really need AH before that as you can pretty much kill the stuff until then naked with just your weapon equipped, like you said.
 
-Steam release has already been confirmed to be in the pipelines, I think the estimate was in the first half of 2016. drop 8 maybe? Propably around summer-ish.
 
-For the ingame store: They're constantly adding stuff. Some better, some not so. But it has gotten quite a lot more stuff since f2p release and propably will keep on getting stuff.
 
Data drifter wont ever appear there as it's the reward mount for killing the last boss in Datascape (2nd raid)
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I am level 30 and have take me almost a month to get there, leveling for newer players is hard, for people running a second or third character maybe easier but the way the game is setup is hard to know what to do to level quick, I have not done one single reward because I dont know how to do it, the game does not explain that, I get in the map a thousand little things called cache, every time I get closer to them, there is nothing there or anything to trigger whatever the hell is cache.
 
So please dont patronize newer players, it is hard as hello for new players to level. You cannot find anyone to do the starting dungeons so please dont look at newer players from your experienced eye player
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Leveling to 15 takes too long? What's the attention span these days if 1-2 hours is too considered "too long".
 
-The reason why they haven't focused so much on leveling is because it's so damn fast. We're talking about a handful of days at tops. They're focusing on "what to do at lvl 50", since that's where the game and the difficulty actually starts at. While settlers can create banks in the leveling zones before, First regular bank and Auction house is in the capital city indeed. Not that you really need AH before that as you can pretty much kill the stuff until then naked with just your weapon equipped, like you said.
 
-Steam release has already been confirmed to be in the pipelines, I think the estimate was in the first half of 2016. drop 8 maybe? Propably around summer-ish.
 
-For the ingame store: They're constantly adding stuff. Some better, some not so. But it has gotten quite a lot more stuff since f2p release and propably will keep on getting stuff.
 
Data drifter wont ever appear there as it's the reward mount for killing the last boss in Datascape (2nd raid)
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Lack of Info of mechanics and stats:
 
Can't really comment on the tutorials, I've been playing since launch and haven't paid attention to them since, especially considering I hardly ever pay attention to tutorials anyway because part of the fun of a new game for me is figuring things out on my own :P
 
What do you mean by traits and making them permanent?
 
For stats, they've simplified them since launch.  Hitting P and hovering the cursor over each stat gives a description of what each stat does.
 
Combat:
 
I can't really give any advice on this, I'm a simple player and just tend to play the game the way it's provided, using a trackball and keyboard, and using a combination of keyboard and mouseclicks for getting stuff done.  Yea, I know it's not the most efficient, but I hate using a mouse so that puts the gaming mice out of the question for me :P
 
Yea, they really nerfed the starting area, I do wish it was a bit harder.
 
They've actually sped up leveling, if you only do zone/world story quests and skip the tasks(they will be separated by type on the quest tracker), you level up very quickly now.
 
Ingame Store:
 
I think the perceived lack of variety, or abundance of variety comes down to subjective personal tastes and preferences.  To me, it seems they've got quite a good variety of things in there, especially the Holo-Wardrobe section(though more special affect dyes please :D ).
 
Data Drifter is, and should stay, a raid drop.
 
​Accessibility of features: 
 
Once you get to an area with a Taxi(you should be around lvl 6'ish), you can fly to the main city and start using the AH/CX right away.
 
Social Interaction:
 
IMNSHO, I think that comes down mostly on the player-base and not the game itself.  There is a slight increase in loot, and if you're not in a raid but you are in a normal party you get an extra currency called Renown.  Glory from Veteran Dungeons and Raids.
 
 	
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The way I meant it is quite different from the way you understand it.
A large portion of the content is locked essentially till 10. 
Which means if it takes new players days to level up to 10 they are likely going to quit early on.
 
The idea is to attract new players not holding on to some silly misconceptions which will drive the ship straight into the iceberg. 
Introducing some of the content locked after 10 gradually through alternative means allows new players to have a taste of the content they will have access to at later levels.
Difficulty also is a big problem at earlier levels because it is just too easy that it is off putting again detrimental for keeping interest to post level 10. 
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Great feedback, OP. Well written, organized, and insightful. Yay! :p
 
I also found the game spams you with a lot of visual stuff and much of it doesn't help. It's been awhile since I leveled a new char though so I'm not sure how much has changed over the last year+.
 
 
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Leveling to 15 takes too long? What's the attention span these days if 1-2 hours is too considered "too long".
 
-The reason why they haven't focused so much on leveling is because it's so damn fast. We're talking about a handful of days at tops.
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The way I meant it is quite different from the way you understand it.
A large portion of the content is locked essentially till 10. 
Which means if it takes new players days to level up to 10 they are likely going to quit early on.
 
The idea is to attract new players not holding on to some silly misconceptions which will drive the ship straight into the iceberg. 
Introducing some of the content locked after 10 gradually through alternative means allows new players to have a taste of the content they will have access to at later levels.
Difficulty also is a big problem at earlier levels because it is just too easy that it is off putting again detrimental for keeping interest to post level 10. 
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			Yes I was talking about time no the difficulty of the mobs, some quests give a good rewards other quests give very lousy amount of exp points. For me, I am a casual player who has between 1-2 hours at night to play the game it is very difficult to level quick, even using potions for exp, the amount you get is laughable, in other games when you set your character in a rest zone and you log off for the day, next day you have a huge amount of exp accumulated to level you 1 or 2 levels, here is not like that. If the main goal of the game is to get the players to level 50 why not to make the process less tedious?	
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Unless you're a completionist and you have to do every quest you come upon, once you get out of the starter zones only do the story quests, ignore the tasks.  The tasks are the ones that give paltry exp rewards.  Exception being the Group kill tasks.  I hardly use any exp boosts, unless I remember to park my toon in their house I hardly have rested exp, my guild doesn't have exp perks, I don't do GF or BG, but I'm not seeing any real slow down in leveling when I actually set out to play my alts.  I'm usually within the level of the zone I'm in, give or take a couple of levels.
 
Stock UI, I don't use any 3rd party addons.  Here's some screenshots that are helpful, hopefully :)
 
Quest tracker, it sorts quests by type: Story, Imbuement, Tasks, etc...:
 
Story Quest givers, notice the ! isn't plain:
 
 
Task Quest giver, has a plain ! :
			
				
	Edited February 23, 2016 by beattlebilly	
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Woo this is quite the big post, but still great feedback!
 
Lack of Information of mechanics and stat values.
The stats supposedly was simplified in a past patch but personally I feel like they only added more things to worry about. Even to a vet player like me, I find it as too many additional things to worry about. But the gear that drops is usually tailored towards your class.
 
Combat: Control Scheme
Moving and hitting abilities can be a bit hard since the game requires such high mobility over other MMOs but I really enjoy having to be on my toes. Since launch, I've used this li'l addon called Deadlock which basically acts like I'm always holding down my right mouse button to move the camera. Recently, WildStar added an option in game that mimics that function called Mouse-Lock. When having it active, you can also keybind your left and right mouse buttons down to your action bar to free yourself from having to hit two extra keys on the keyboard. Try giving Mouse-Lock a spin to see how you like it in combat to save on adjusting your movement. The only difficulty I find is if you're a support class and need to click on a specific party member to apply a buff or heal.
 
Usually in MMOs, I ignore the default keybind set up of 1-0. Never works for me and my fingers aren't that long. My abilities are also centered around WASD. You can also double the keys you can get by using ESDF as your movement keys instead. Takes a bit of getting used to with your movement shifted to the right but it gives you a far better reach to the middle of your keyboard.
 
I agree, Gamepad set up would be amazing in this game. I used a gamepad in GW2 and it worked out great except for when I had to ground target AoEs.
 
In game Store
Agreed. Wished that there were more in the Store, such as random costume accessories to buy like hats, glasses, and dyes. It's not the biggest store but it's still going through some growing pains. There's a lot of stuff in there for Halloween and Christmas but I'd like to a larger selection of goods and costumes to buy year-round.
 
Social Interaction
This one's a tricky subject. Not many people use Zone to chat in. There are custom made LFG channels for both sides but it's mostly asking for vet dungeons and WBs. I'm not sure if the Advice channel is zone locked or Global, if not, it needs to be turned into a Global channel. Honestly, I don't think any of the main channels are Global, all locked to the zone you're in. Which isn't a good thing for Advice, Trade, and PvP.
 
Unlike other MMOs, there's no real drawback or penalty to hitting a mob someone else is attacking. They'll still get the loot and XP, and you'll get a fraction of it too. So there's not much fighting over spawns as long as everyone can get a hit in. The only part that bothers me for loot while in a group is the automatic roll threshold. I get tired of rolling for cloths and crafting goods. Just a personal preference that can be adjusted by the leader.
 
 
I hope you can continue to play and enjoy WildStar! Yup, there's a buncha things here and there that need to be fixed, keep bringing that feedback about 'em and hopefully the Devs will take notice. The experiences of new F2Pers are very important as Vets have been rolling their faces over this content and it's difficult to distinguish what's new or different.	
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Stock UI, I don't use any 3rd party addons.  Here's some screenshots that are helpful, hopefully :)
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Dear god, bless your soul!  All good though in my book play how you want to play, I got tired of the bulkiness and memory-leak ridden default UI a bit ago and never looked back as well as gaining frames in the process of switching.  Has it gotten any better? :ph34r:
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			I am a pain in the arse I know, but I would like to see a choice than when you click on a quest beside of pointing an arrow to 5689 m from here, would also shoe the position on the map where the quest will take place, I am tired of disappearing quests because you change map.	
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Yes I was talking about time no the difficulty of the mobs, some quests give a good rewards other quests give very lousy amount of exp points. For me, I am a casual player who has between 1-2 hours at night to play the game it is very difficult to level quick, even using potions for exp, the amount you get is laughable, in other games when you set your character in a rest zone and you log off for the day, next day you have a huge amount of exp accumulated to level you 1 or 2 levels, here is not like that. If the main goal of the game is to get the players to level 50 why not to make the process less tedious?
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probably 90% of the content is past level 10.  its level 10.  there are 50 total levels and then endgame.  i am not quite sure what content you expect to have before 10.  there is a expedition (soloable), adventure (group), and a dungeon (group).  now if you were arguing about queues popping, i could agree with you.  but to complain about content at level 10 is a little silly. this cant be your first foray into mmos.  i hope.
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It actually isn't silly at all.
If an MMO can't keep new users hooked past the beginning it is going to fail. 
You are only thinking about the game from the perspective of a veteran player - but not from a business standpoint.
 
In order to increase income - it means constantly getting new players hooked to the game.
Most players are not going to dedicate a month to a game to see if it is worthwhile or not, which means you have about a good 3 hours at most to prove your game is worth playing and sticking to. 
After all there are a ridiculous amount of MMO's to choose from - so those first 3 hours are going to be crucial.
 
I wrote the post based on the perspective of a new player, and from the perspective of other new players who joined with me. 
For me I stayed till level 15 to see how the game was like and I enjoyed it, but majority of the people who came with me couldn't make it to level 10 because they did not find it appealing enough to continue.
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			Not a snarky question, but what content would you like to see before level 10?	
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Quality post.  I've said before I don't think the changes to the early game went far enough and in some cases made things worse (eg no path introduction, runes thrown at a player with no explanation as to what they are or how to use them, etc.).  In my opinion, this is one of the things they really should be focusing on ahead of a Steam launch.  I watched many people stream this game after it went F2P, and I frequently saw the same sorts of issues you describe.  So many players were either just completely overwhelmed with all the information the game throws at you or completely lost.  Neither of those are conducive to growing a playerbase.
 
 
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-The reason why they haven't focused so much on leveling is because it's so damn fast. We're talking about a handful of days at tops. They're focusing on "what to do at lvl 50", since that's where the game and the difficulty actually starts at.
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OP What class are you playing? My guess is Stalker or War. If you want a challenge in the lower levels try bigger pulls. There is no real need for ST for most of the sub 10 content. The more mobs the more telegraphs to pay attention to. Or you could always re roll engie. As far as leveling take all the quests (! doesn't matter that their icons are they all give exp)and do them. The numbers on the quest tracker match their locations on the map (they change on proximity. Stat values Assault and whatever stat your trigger on xxxx is. Same for support. But really pre 50 it doesn't mater all that much as you get new gear every couple of quests. Critical Severity, Deflection, Interrupt are all very self explaining. As far as AH there is no need for it in the lower levels. and unless some one just loaded the game on your computer and sat you down and said play it. You likely read up a bit on it before playing researching classes and races. If you are not brand new to F2P MMOs you know the first thing to look into is the differences between paid and free. To see what gating if any there is. They do mention AH in the main FAQ page.http://www.wildstar-online.com/en/news/2015-05-28-wildstar-is-going-free-to-play-heres-all-you-need-to-know/
 
 	
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I am level 30 and have take me almost a month to get there, leveling for newer players is hard, for people running a second or third character maybe easier but the way the game is setup is hard to know what to do to level quick, I have not done one single reward because I dont know how to do it, the game does not explain that, I get in the map a thousand little things called cache, every time I get closer to them, there is nothing there or anything to trigger whatever the hell is cache.
 
So please dont patronize newer players, it is hard as hello for new players to level. You cannot find anyone to do the starting dungeons so please dont look at newer players from your experienced eye player
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Not a snarky question, but what content would you like to see before level 10?
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I am level 30 and have take me almost a month to get there, leveling for newer players is hard, for people running a second or third character maybe easier but the way the game is setup is hard to know what to do to level quick, I have not done one single reward because I dont know how to do it, the game does not explain that, I get in the map a thousand little things called cache, every time I get closer to them, there is nothing there or anything to trigger whatever the hell is cache.
 
So please dont patronize newer players, it is hard as hello for new players to level. You cannot find anyone to do the starting dungeons so please dont look at newer players from your experienced eye player
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			 Took me a week or more, but only because I was taking my time playing :P
			
				
	Edited February 23, 2016 by beattlebilly	
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Quality post.  I've said before I don't think the changes to the early game went far enough and in some cases made things worse (eg no path introduction, runes thrown at a player with no explanation as to what they are or how to use them, etc.).  In my opinion, this is one of the things they really should be focusing on ahead of a Steam launch.  I watched many people stream this game after it went F2P, and I frequently saw the same sorts of issues you describe.  So many players were either just completely overwhelmed with all the information the game throws at you or completely lost.  Neither of those are conducive to growing a playerbase.
 
But the problem remains that you have to keep players interested enough to get them to play to level 50.  If you hand me a cheeseburger and I don't like it after the first couple bites, I'm not going to continue eating it no matter how much you insist it'll get better if I just keep eating it.  Even if it takes a handful of days to hit the level cap, that's still a handful of days you're asking people to invest in your game before it pays off.  Nowadays, a lot of people don't have that kind of time to spend on something they might like - especially with as easy as it is to just download and play something else.  Plus, MMO players are incredibly fickle and usually make judgments about whether they're going to continue with an MMO long before they come anywhere close to the level cap.
 
And I think the level of retention we saw after F2P proves there are still significant issues that need to be addressed in the early levels if they want this game to grow.  Putting the game on Steam may make it available to a wider audience, but it doesn't address the problems that made people decide to not continue playing after the F2P launch.  Unless these things are addressed prior to the Steam launch, we're unlikely to see a better level of retention than we did with Reloaded. 
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I honestly wholeheartedly agree with OP. Difficulty in early levels is a big thing for me because the height of tedium to me is feeling like I'm grinding dummy mobs. It doesn't keep me engaged with the game, and in a game that usually boasts about being slightly more 'hardcore' than others on the market, you'd expect a bit more. It doesn't set you up for success once you enter dungeons or raids. I don't even think nerfing the HP of the mobs is completely viable, because mobs already die in a very quick manner (mostly depending on class I assume). The game is good at teaching you that you should avoid telegraphs at the early level, but there's more to it than that. You should also be pretty cautious not pulling big groups of mobs, but that doesn't even really matter. Most mobs are immobilized while casting a telegraph, so not only can you attack it while not taking any damage for a second or 2, but during the windup you get plenty of time to hack at mobs without them doing anything to you. 
 
But Wildstar also suffers from having painful traditional leveling experience outside of it. Leveling in Wildstar is generally not that fun. That's really just the truth of it, and that's how most people outside of the current playerbase feel about the game. It doesn't matter if you can hit 50 within a day or so when that's a entire 24 hours of boredom. It only means that players will seek other MMOs with better leveling. 
 
My small rant I suppose. I think a lot of players and MMO companies are afraid of tuning questing mobs to be too hard, but in the process they forget that steamrolling mobs from 1 - 50 isn't all that fun either. 	
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			Didn't they reduce the white damage from all quest mobs, as well as reduced mob density? I still remember my first trip to Biodome 3, those swooping birds that like to join in the fray if I was sloppy. Though my memory could have been clouded by the fact our innate rooted us.   :mellow: 	
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Didn't they reduce the white damage from all quest mobs, as well as reduced mob density? I still remember my first trip to Biodome 3, those swooping birds that like to join in the fray if I was sloppy. Though my memory could have been clouded by the fact our innate rooted us.   :mellow:
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			Levelling is absurdly boring since it was trivialised in F2P.  I can understand why your friends quit;  I quit levelling any new characters too.	
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Leveling was always fast.
Hit level 50 in a couple of days on release. It all came down to knowing what to do.
 
But I personally find that the whole leveling experience should be enyoable.
You want to hit that next zone, you want to do that next quest to see what happens to that NPC/Zone.
And WildStar ( + some other games) do this really well, but unfortunately not everywhere.
 
For WildStar I agree, there needs to be a better binding at the beginning.
Give a better reason to get through these starter zones.
I personally loved getting into Wilderun and get introduced to the Torine and the Strain.
Those quests were awesome.	
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I could tell leveling being fast, shouldn't be any problem at all. 
But sure, to me it took some months because I was leveling through bgs and played casually, but then I wasn't in any hurry =)	
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Leveling was always fast.
Hit level 50 in a couple of days on release. It all came down to knowing what to do.
 
But I personally find that the whole leveling experience should be enyoable.
You want to hit that next zone, you want to do that next quest to see what happens to that NPC/Zone.
And WildStar ( + some other games) do this really well, but unfortunately not everywhere.
 
For WildStar I agree, there needs to be a better binding at the beginning.
Give a better reason to get through these starter zones.
I personally loved getting into Wilderun and get introduced to the Torine and the Strain.
Those quests were awesome.
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Stuff like that is cool, but from 1 - 32 you only really get that afaik. The zones before Wilderrun aren't very focused imo. It's a lot of small questlines in 1 zone, instead of 1 overarching. 
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			Yeah, it does feel like Wilderrun should have led directly into Grimvault rather than to Malgrave, once you start thinking about it.	
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Yeah, I might've forgot Malgrave. I honestly don't remember anything storywise from Malgrave, but I really like the zone itself. 
 
I wish the zones were more focused, even if they're not focused on the Strain and such. Deradune should honestly have been us questing with Laveka, making a bond with her, helping her out and have her betray us in the end as a semi long questline. Instead we get a lot of shallow quests regarding termites, falkirin, laveka and the moodies, some exile presence in south and east area, lastly, Draken rituals. 
I don't mind them on their own, but I really dislike these small questlines. You want to get into a compelling storyline, but it just sorta ends before it can even begin. 
 
It's all hindsight 20/20 really, but a lot of zones suffer from this particular issue. To be fair, Chad also said his favorite zone/story was Wilderrun and the torine, which I wholly agree with. I can't wait for us to finally enter the Everpool. 	
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			I don't know that solo questing needs to be harder. If you want a little more of a challenge there's still group content. I will say that the game could use a bit more communication about some of its systems you don't really find out about other than word-of-mouth. 	
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I don't know that solo questing needs to be harder. If you want a little more of a challenge there's still group content. I will say that the game could use a bit more communication about some of its systems you don't really find out about other than word-of-mouth. 
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