143090-some-concerns-about-the-game

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I've grown a couple concerns so far from playing this game that i think should be addressed. 
 
1.) Server lag. Both pve servers are overcrowded and full of server lag. I played 2 characters up to lvl 15 on each pve server and had to say F*** it because the game was getting unplayable. There needs to be more pve servers imo or there needs to be a smaller cap of people per server. You will always have more pve players than pvp so if you cant afford more servers then turn the 2nd pvp server into a pve one (because that server is dead empty it seems like, playing from dominion side, and the first pvp server seems to be ok, its doesnt seem to full or too empty)
 
2.) Server population info. There is no info on how populated your 4 servers are. This is a major issue when first joining the game. We need to know if a server is crowded or completely dead. It saves your players a lot of time and frustration when starting out. I know for a fact i would never have even messed with the two pve servers had i know how crowded they were and i wouldnt of joined the 2nd pvp server had i known it was dead. 
 
3.) Group requirements. I'm fine with content needing group's to complete due to mobs and bosses being difficult. However i dont agree with content requiring groups due to cheap healing mechanics. An example of what i'm talking about is the boss Agent Vadim in The Prison Complex. I soloed the instance all the way to this boss only to find out that he is literally impossible to kill solo because you guys implemented a cheap mechanic where he heals himself while keeping you cc'd. The only counter to it is to have another person interupt his heal/cc. This type of mechanic is worse than kill timers on bosses and if this is something you've implemented in a lot of your content then i see part of the reason of why so many left your game. I advise changing it.
 
4.) Crafting Materials. Gathering crafting materials for tailoring and survivalist seems to be broken or the mobs needed to gather these mats have very very low chances of dropping them. The chance of acquiring mats for tailoring or survivalist need to be increased... by a lot.
			
				
	Edited October 15, 2015 by Sev7n	
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 The Prison Complex. I soloed the instance all the way to this boss only to find out that he is literally impossible to kill solo because you guys implemented a cheap mechanic where he heals himself while keeping you cc'd. The only counter to it is to have another person interupt his heal/cc. This type of mechanic is worse than kill timers on bosses and if this is something you've implemented in a lot of your content then i see part of the reason of why so many left your game. I advise changing it.
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I've grown a couple concerns so far from playing this game that i think should be addressed. 
 
1.) Server lag. Both pve servers are overcrowded and full of server lag. I played 2 characters up to lvl 15 on each pve server and had to say F*** it because the game was getting unplayable. There needs to be more pve servers imo or there needs to be a smaller cap of people per server. You will always have more pve players than pvp so if you cant afford more servers then turn the 2nd pvp server into a pve one (because that server is dead empty it seems like, playing from dominion side, and the first pvp server seems to be ok, its doesnt seem to full or too empty)
 
2.) Server population info. There is no info on how populated your 4 servers are. This is a major issue when first joining the game. We need to know if a server is crowded or completely dead. It saves your players a lot of time and frustration when starting out. I know for a fact i would never have even messed with the two pve servers had i know how crowded they were and i wouldnt of joined the 2nd pvp server had i known it was dead. 
 
3.) Group requirements. I'm fine with content needing group's to complete due to mobs and bosses being difficult. However i dont agree with content requiring groups due to cheap healing mechanics. An example of what i'm talking about is the boss Agent Vadim in The Prison Complex. I soloed the instance all the way to this boss only to find out that he is literally impossible to kill solo because you guys implemented a cheap mechanic where he heals himself while keeping you cc'd. The only counter to it is to have another person interupt his heal/cc. This type of mechanic is worse than kill timers on bosses and if this is something you've implemented in a lot of your content then i see part of the reason of why so many left your game. I advise changing it.
 
4.) Crafting Materials. Gathering crafting materials for tailoring and survivalist seems to be broken or the mobs needed to gather these mats have very very low chances of dropping them. The chance of acquiring mats for tailoring or survivalist need to be increased... by a lot
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I have to admit, I despise cheap mechanics like that in any game.
 
I'm all for challenge but cheap and tedious isn't challenging, it's irritating.
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You complain so much, you should just get a game shark. LOL
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It's not a cheap tactic, people just don't know how to crowd control the boss correctly. I find that more of a challenge than anything, which is fun. A cheap tactic would be not being able to do anything about it, and just because people don't know what to do doesn't mean it's a cheap tactic. People just need to understand that this game is more technical, and those of us who play it enjoy that level of difficulty.
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I've grown a couple concerns so far from playing this game that i think should be addressed. 
 
Group requirements. I'm fine with content needing group's to complete due to mobs and bosses being difficult. However i dont agree with content requiring groups due to cheap healing mechanics. An example of what i'm talking about is the boss Agent Vadim in The Prison Complex. I soloed the instance all the way to this boss only to find out that he is literally impossible to kill solo because you guys implemented a cheap mechanic where he heals himself while keeping you cc'd. The only counter to it is to have another person interupt his heal/cc. This type of mechanic is worse than kill timers on bosses and if this is something you've implemented in a lot of your content then i see part of the reason of why so many left your game. I advise changing it.
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you complain of lag due to loaded servers and then request to know the population on the servers when you pretty much answered your question with your first bullet.  the lag is from overloaded servers.  and when things stabilize they are going back to a single server, according to carbine unless things changed.  I assume you want many more servers to choose from?
 
you should not be able to solo group content, unless you completely out gear it and have the right skills to pay the bills. but 5 man content should be just that. you are playing an mmo, play with others and have fun.
 
you probably have a point regarding certain resources like cloth where you simply cant farm nodes.  maybe they should add some plants that you can farm for cotton or something, call it what you like, so that you can actually farm the cloth.	
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Yes i was well aware that i entered a 5 man instance. I was under the impression that the mobs and boss would be very difficult which is why it suggests tackling it with 5 people and not solo. However i enjoy creating challenges and i enjoy trying to solo group content, its something i do in every mmo i play. The issue however is that the instance is set up to prevent people from being able to solo it by implementing the heal/cc mechanic on the boss that can only be countered with 2 or more people. If they are going to create anti solo content then it should not be possible to enter these instances alone. If they want to improve their game then they need to remove their anti solo mechanics in the simple content. As for doing it with other people, yes i would, if the server i was on had people playing. Its rare for me to even run into one person while questing and the most i've seen in the main city for dominion side is 5 ppl. (this is on the 2nd pvp server). So getting a group together is impossible unless i can que for it with the instance matchmaker (and the instance was not showing up for me in it).
 
@Foul Wind 
 
If we are not supposed to be able to solo group content then we should not be able to enter group content alone. If we are not supposed to be able to solo group content then i should of not been able to clear all the objectives and make it to the boss on my own. And no i am not over geared. Content difficulty should rely more on skill and less on gear checks. It should not contain anti solo mechanics unless they are purposely trying to remove challenge from their game, which if that is the case then they need to set up proper restrictions to their content like i mentioned above (not allowing players to enter group content solo). When  a player spends an hour or more in a dungeon solo'ing it successfully and then comes to a mechanic that will not allow you to progress any further without more people, its extremely demoralizing and pushes people from the game. Players should never have to encounter it. 
 
As for the lag you misunderstood the issue i was pointing out. There needs to be an indication of how populated servers are so people who join the game can jump onto a server they will feel more comfortable with. When a new person jumps into an overcrowded server and levels up to 20 before realizing the lag is to much; there is a higher probability they will just quit the game rather than start over on a new server. And if they do choose to start on a new server they still run the risk of it being overcrowded, if the same problem occurs again you can almost guarantee they will quit the game. Its a QoL issue that the Dev's should have been aware of before releasing this game as F2P.	
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			Just FYI.  Queues are cross server, so even if you are on a less populated one you still get lumped in the same queue as everyone else.  And to your point on if you do something for an hour and get stuck and one boss due to a mechanic meant to be resolved with a group, it is your own fault.  With a group it would take far less time and is how it is designed.  Expeditions are challenging solo content, I am not sure if you tried those yet.  if people are quitting due to not being able to solo group content, i think the issue lies with the player and not the game.  You are suggesting to change the design of group content so that people can solo?  	
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			Sev, While I understand your post is more towards carbine, I would like to address some of your issues. You do have the option of swapping toons to the other server for free now. Crafting has been acknowledged as broken during the f2p transition. There is another couple of threads in the Economy/Lore section of the forums.  Finally, the server population indicator issue wont ever come to be. Years ago we had the ability to see server pop reliably, but carbine snafu'd this option when the game was released early 2014. I am not sure if it was because wildstar lost players at an exponential rate upon release, or that they cannot release that data due to ncsoft. Either is probable	
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I've grown a couple concerns so far from playing this game that i think should be addressed. 
 
1.) Server lag. Both pve servers are overcrowded and full of server lag. I played 2 characters up to lvl 15 on each pve server and had to say F*** it because the game was getting unplayable. There needs to be more pve servers imo or there needs to be a smaller cap of people per server. You will always have more pve players than pvp so if you cant afford more servers then turn the 2nd pvp server into a pve one (because that server is dead empty it seems like, playing from dominion side, and the first pvp server seems to be ok, its doesnt seem to full or too empty
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EU or NA?  Please be a little more specific please :)  Personally, my time has been spent very well in the evenings on Entity 2 with very little to no lag.
 
 
 
I agree they should have BETTER population info.  Right now they have "Open" or "Closed" (I believe...or it says full...can't remember and not at home to test) but something that shows Low, Medium or High population would be much better.
 
 
 
I can't agree here.  I love trying to solo content as I enjoy my peace and quiet but I wouldn't want to cheapen the group experience.
 
 
 
I've seen a lot of discussion on this, one of the first places I heard this was on the Strange Tales from Outer Space podcast (great listen, btw), and I have to agree with the tailoring materials.  In many games, it's "farm humanoids to get the cloth" but this isn't Warcraft.  This is Wildstar, on planet Nexus.  Definitely increase the drop rate on mobs that do drop cloth.
 
Great suggestions, though!
 
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Just FYI.  Queues are cross server, so even if you are on a less populated one you still get lumped in the same queue as everyone else.  And to your point on if you do something for an hour and get stuck and one boss due to a mechanic meant to be resolved with a group, it is your own fault.  With a group it would take far less time and is how it is designed.  Expeditions are challenging solo content, I am not sure if you tried those yet.  if people are quitting due to not being able to solo group content, i think the issue lies with the player and not the game.  You are suggesting to change the design of group content so that people can solo?  
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NA servers, the 2 pve servers i experienced nothing but lag. So i switched to the pvp servers and have never encountered an issue with it. The only problem now is i'm on the second NA pvp server and its empty. I'm lucky to ever run into people.
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			As a person that also likes to solo stuff what you said is REALLY disappointing, i hate with all my heart cheap mechanics, what they could do is just REMOVE those mechanics WHEN you enter to the instance SOLO, if you enter with a group by all means conserve them if you want but, i can totally understand you, going all the way feeling you are achieveing something and just to be slap in the face by a typical "I WIN BUTTON" from the boss, is just lame... in my eyes and in your eyes you beated it dude, that cheap shit dosent count AT ALL.	
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It's not a cheap tactic, people just don't know how to crowd control the boss correctly. I find that more of a challenge than anything, which is fun. A cheap tactic would be not being able to do anything about it, and just because people don't know what to do doesn't mean it's a cheap tactic. People just need to understand that this game is more technical, and those of us who play it enjoy that level of difficulty.
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He CC's and then heals .... the very pinnacle of a cheap tactic.
 
I wonder if some people here read what concerns others have before blurting out "it's a learn to play issue, we like challenge, challenge is good". It is, when it's done right.
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tried this today not rallying it with a lvl 30 esper, ccbreak+armor break x1 +t4 stun = win, so its a learn to play issue when you want to solo group content and rage about not beating it
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 so its a learn to play issue when you want to solo group content and rage about not beating it
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The points i'm addressing seem to be going over your head so i'm not sure what more i can say to help you understand what i'm trying to make clear.
 
Group content can be enjoyable to try and solo. If it's going to be impossible to solo due to anti solo mechanics then there needs to be proper restrictions set in place so players dont find themselves wasting their time in said content. It's not a players fault that there is no indication that an instance is impossible to complete alone. Adding a restriction that forces you to enter group content with a group would not be harmful in any way. 
 
As far as me que'ing into content i have no problem with that. The issue i stated in the previous comment was that the instance was not showing up in the matchmaker, and the server i'm on is empty. This means that running it with a group at the time was not even a possibility.
 
My suggestions benefited 2 sides. 
1. Improve the games content by balancing out anti solo mechanics (benefits more so on my side of what i think is a good solution)
or
2. Improve the games QoL by setting proper restrictions on group content (dont allow players to enter them alone)
 
The second suggestions offers a simple solution to the problem without causing any harm to the game. If you do not like the first suggestion that is fine since its a completely opinionated suggestion but what is wrong with the 2nd? As i see it causing no harm to the game in any way 
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