114626-please-carbine-i-just-need-to-know-why

== Content ==
			Why you feel this need to make patches gigantic hail mary style "maybe this will save the game, maybe it will destroy it" types of things.I mean what was originally scheduled for drop 3 was what the majority of my guild felt like "omg this is everything this game needed to make it great" and now it's being delayed and delayed and delayed some more becoming bigger and more complex. Your state of the game made people in my guild quit the game even with all the delaysWhy are smaller patches avoided so much? They would make so many people currently playing happy and content and likely bring back people that are gone but still watching for changeslike look at the gadget rune slots patch or the reputation amp/ability point patch. Those both brought nothing but love and were tiny but also hugely impactfulIf you did a patch to add technologist and the eldan flux for example you would make so many people tremendously happy. Heck disable the higher end cores temporarily if you must but get it out there.Do any of you have any idea how frustrated people are getting at all the GA gear that drops and then can't do anything but eat up bank space because of the crap slot setup on it?Do a patch that implements the AP/main stat normalization. Tons of people are just on the edge about doing anything now because 'will it still be worthwhile later on?'Start doing class fixes but do a whole class at once not just one skill like your currently doing to medic. Sure nerf gamma rays but make the fields and interrupts good at the same time so your not just neutering the class for an extended time waiting to be good again.Just start putting stuff out there at a regular rate. New shiny things make mmo players so happy even if they're tiny.Letting players fix their rune slots would give raiders a joygasmputting in the AP normalization would clear this dreary outlookfixing up a class to work properly would drum up interest and get some alts rollingIt doesn't have to be this monumental giant relaunch of a patch, a constant trickle of small good things would be amazing for player morale and you just relaunched the PTR to be absolutely perfect to do just that.Maybe not put what appears to be 75% of your focus on datascape updates? the vast majority of your playerbase is so incredibly unaffected by them and the people doing datascape seem to hate them too. Fixes are one thing but you seem to be reworking the encounters on a constant rotationLet the big content drops be your new zones, that's great, but can you just explain why you think it's a good idea to just leave us waiting on and on with uncertainty of the future instead of giving us content that would make the game so much better?	
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I agree, a relatively steady flow of smaller patches would be very good. Big patches are great and all, but holding stuff back just to make a big patch bigger doesn't exactly sound ideal to me.
 
I don't know what such would mean for bug cleanup and whatnot, but either way, it at least sounds better.	
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			I cannot agree more with you. A bread crumb trail of wanted changes is going to to make the customers so much more satisfied than the carrot on the stick. 	
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My guild went from fielding 48 people last week in GA to fielding 36 tonight. 
 
I imagine our Monday raid will be less.	
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Carbine delivers patches monthly : Check
Carbine has quality issues: Check
Users Complain & ask to delay content and improve content quality: Check
Carbine pushes releases back to improve Quality: Check
Carbine announces new Quality improvement mechanisms: Check
Users Complain & ask to release content faster : Check	
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			They're probably setting up drop 3 to be a soft relaunch type of thing. 	
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			Hyperbole!	
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Man, where to start...So, yeah. Obviously we want to release the balance/fixes ASAP. We know they are massively impacting player experience and that many, many, many players are eagerly anticipating them.However, it comes down to a question of "readiness", which is what the State of the Game is discussing.We're not delaying these fixes because we want to launch a new questing zone. We're delaying updates because "they are not ready yet and we want to ensure they are in a solid, stable, state".Look at the AMP/Ability Tier changes and Attunement changes. We didn't wait for the next update to release those, we simply had to wait until *they were ready*. (I am not saying that certain updates will happen before November, FYI. :P)So if a particular fix/change/balance isn't out yet, it's not because we're secretly holding it back to launch alongside The Defile or OmniCoreOne for some marketing reason, it's simply because it needs a bit more work.
 
Edit: FYI, we are flagging all this feedback up as well. I'm making it very clear that you guys want certain fixes out ASAP, rather than waiting.	
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Well said Anlath!
 
Glad Carbine is now taking QA more seriously. ;)	
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We're not delaying these fixes because we want to launch a new questing zone. We're delaying updates because "they are not ready yet and we want to ensure they are in a solid, stable, state".
 
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Well said Anlath!
 
Glad Carbine is now taking QA more seriously. ;)
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I think a lot of the frustration comes from when there is an acknowledged bug and some dev comes in and says "ya its fixed internally and scheduled for the next drop."  Why does it have to wait that long?  Stuff thats "fixed" shouldn't  have to wait for Drop 3 to release if its a bug.  Maybe its just a language thing and the dev's mean next patch or hotfix, but if thats the case they have to stop using the word drop as a description.  If it really is waiting for Drop 3, I think most people are asking why.
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			The devs are doing their best to support the playerbase wtih the patches. Trust me when i say this, but programming and bug smashing isnt as easy as it may sound, and such things can take time, and releasing a patch to early could make things more complicated. Just have faith and you wont be disapointed.	
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Man, where to start...
So, yeah. Obviously we want to release the balance/fixes ASAP. We know they are massively impacting player experience and that many, many, many players are eagerly anticipating them.
However, it comes down to a question of "readiness", which is what the State of the Game is discussing.
We're not delaying these fixes because we want to launch a new questing zone. We're delaying updates because "they are not ready yet and we want to ensure they are in a solid, stable, state".
Look at the AMP/Ability Tier changes and Attunement changes. We didn't wait for the next update to release those, we simply had to wait until *they were ready*.
So if a particular fix/change/balance isn't out yet, it's not because we're secretly holding it back to launch alongside The Defile or OmniCoreOne, it's simply because it needs a bit more work.
 
Edit: FYI, we are flagging all this feedback up as well. I'm making it very clear that you guys want certain fixes out ASAP, rather than waiting.
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It's quite simple.  If a single "fix" or a change is tied in to many other things in the code base that are also being "fixed", then you have to wait for one of two things.
the whole package of fixes to be ready, or
developers releasing another branch of the "many other things" that contains just enough changes to support this one "fix"
Both of these take time, resources, testing, etc.  If it's an emergency, they'll do the second.  But for the sake of the game, they're doing the first.	
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			Well this will be my feedback then:The players need something to do to continue playing. Dropping ability and amp points into rep and pvp vendors, at least for me is absolutely amazing, because it gave me what to do. Changing the attunement was amazing for the guild as it gave everyone what to do and even made some come back. However for me personally (not talking about everyone else) the content has run out. I sit in Thayd advertising the guild and helping others to clear what I've already cleared, but the only things that I can find to do are kind of merely scraps of activities. So this is just a suggestion, in the future, could you untie absolutely everything from each other? Untie zones, housing improvements, system changes, pvp modes, dungeons, etc everything and instead feed the community with small bites rather than hyped up mega drops. And then do release it when it's ready. If some other drop was supposed to be as big as drop 3 (I don't expect you to divide that one anymore so far into its development cycle), perhaps you could just surprise us by adding little things slowly unannounced? Because (let's talk in drop 3 features because I don't know anything about upcoming drops) if one day I logged in, seen a patch and even if all that it was, was "we increased the amount of objects you can place in your housing lot to 1000", it would still make me happy. Because that would be something new to do. 	
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mirta000,
 
I think you are just encountering what usually happens in every theme park MMORPG today.
 
Two things need to change:
 
1) Player expectations.
2) Developers need to be more innovative and stop basically copying WoW ( face it when all is said and done all the MMORPGs that are "Theme Parks" for the last 10 years have been more or less a clone of WoW. (Face it, after all the bells and whistles and combat system of WS it's still basically a "WoW Theme Park clone" as far as "what you do on a daily basis")).  I see "The Repopulation" as a possible innovative MMORPG by actually returning to the more Sandbox mode ( as well as EQNext).	
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			The rune changes need to come very soon in my oppinion. It would be a good time investment for players until drop 3. You just cannot announce such a change and then come with it several months later because then people will have to reinvest so much time and ingame currency that it seems like a waste to invest much right now. As I understand the one thing thats bugged with the whole rune change part is that you cannot reroll newly added slots. Sorry to say but this one cannot be very hard to fix. The item to reroll needs also expert technologist research. Maybe there are some bugs there. So if you cannot patch the technologist changes to live at least patch that the items necessary are dropped in dungeons.	
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mirta000,
 
I think you are just encountering what usually happens in every theme park MMORPG today.
 
Two things need to change:
 
1) Player expectations.
2) Developers need to be more innovative and stop basically copying WoW ( face it when all is said and done all the MMORPGs that are "Theme Parks" for the last 10 years have been more or less a clone of WoW. (Face it, after all the bells and whistles and combat system of WS it's still basically a "WoW Theme Park clone" as far as "what you do on a daily basis")).  I see "The Repopulation" as a possible innovative MMORPG by actually returning to the more Sandbox mode ( as well as EQNext).
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mitra000,
 
In the end the weakness of "Theme Parks" is the inability for player generated content.  I harken back to the days of Pre-CU SWG (and other of the older sandbox MMORPGs) there was always plenty to do because the players had the tools to generate their own fun while waiting for an update to content.  I do admit that Pre-CU SWG ( and other older games ) had their problems but, what they got right and what is missing in most MMORPGS today is the ability for player to "make their own fun" without resorting to the "formula" that has become "end game content" since the popularity and advent of games like WoW. "The Repopulation" seems to possibly be going back to that model.
 
All that said ( and what I said above ) I still like WS and WoW and other Theme Park games I play but, I keep my expectations for these games in the model that they present.	
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mitra000,
 
In the end the weakness of "Theme Parks" is the inability for player generated content.  I harken back to the days of Pre-CU SWG (and other of the older sandbox MMORPGs) there was always plenty to do because the players had the tools to generate their own fun while waiting for an update to content.  I do admit that Pre-CU SWG ( and other older games ) had their problems but, what they got right and what is missing in most MMORPGS today is the ability for player to "make their own fun" without resorting to the "formula" that has become "end game content" since the popularity and advent of games like WoW.
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			Maybe something like a amount/time unique to a persons account, totally random in location.. Secret Stashes thrown in weekly that you'd have to go rummaging through the world to find and they contain Boom-Box loot. Silly and off-topic, sorry, but it could get people immersed and out of the city.	
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Man, where to start...
 
So, yeah. Obviously we want to release the balance/fixes ASAP. We know they are massively impacting player experience and that many, many, many players are eagerly anticipating them.
 
However, it comes down to a question of "readiness", which is what the State of the Game is discussing.
 
We're not delaying these fixes because we want to launch a new questing zone. We're delaying updates because "they are not ready yet and we want to ensure they are in a solid, stable, state".
 
Look at the AMP/Ability Tier changes and Attunement changes. We didn't wait for the next update to release those, we simply had to wait until *they were ready*.
 
So if a particular fix/change/balance isn't out yet, it's not because we're secretly holding it back to launch alongside The Defile or OmniCoreOne, it's simply because it needs a bit more work.
 
Edit: FYI, we are flagging all this feedback up as well. I'm making it very clear that you guys want certain fixes out ASAP, rather than waiting.
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Carbine delivers patches monthly : Check
Carbine has quality issues: Check
Users Complain & ask to delay content and improve content quality: Check
Carbine pushes releases back to improve Quality: Check
Carbine announces new Quality improvement mechanisms: Check
Users Complain & ask to release content faster : Check
</p>
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Hey everyone,
 
Just a reminder from your friendly, neighborhood moderation team to keep posts on-topic, constructive, and polite.
 
Thanks,Team WildStar 	
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Its very frustrating to the players that feel as if the game is in a broken state, rather than waiting on more content.
 
Its absurd to roll the new rune system into a giant patch while were stuck with the current implementation of RNG slots.
 
Further, some players feel that given the experience we've had so far, bug testing and QA of patches happens for a significant amount of time post patch. Waiting and releasing it all together just seems like a giant cluster of compounding issues when you can handle each patch piecemeal.
 
You really are gambling when you do things like make the players who are actually playing this game wait on quality of life fixes. Rolling everything into a "hail Mary" patch is going to make the ballgame for some people.
 
Strike 1 with releasing the game with so many broken systems
 
Strike 2 with the travesty that was the huge quality of life loss of Drop 2
 
Do you think players that have been promoting the game are going to wait for a strike 3?
 
I think you guys should Jeter up and start looking for singles instead of trying to hit a home run. The giant drop 3 patch is a massive face palm to some of us.
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Thank you for chiming in and communicating with us Anlath *shares a breakfast cookie*
If I'm understanding correctly then things that aren't entirely new content such as a dungeon, quest zone, etc...aren't strictly bound to Drop 3 which is great to hear. So as you pointed out the AMP/Ability tier changes came prior and the megaservers are not bound to drop 3 either. This would lead me to believe that changes
 
So perhaps would it be better for us to offer what we as the players would personally like to see implemented sooner or prioritized leading up to Drop 3? I feel like that might be a better way to steer the discussion if I'm understanding right.
 
If that's the case I mean I'd jsut like to say what I feel would have be nice to see ready sooner are:
Warrior tank changes
AP/SP changes(going from 1400ish SP on live to 2100ish on the PTR was like night and day in a really positive way for warriors and I'd imagine it might be the same for toher tanks as well
Rune crafting seemed to be in a pretty good state when I looked at it and I think quite a few people have enjoyed it as well or at least I see a significant portion of posts on this topic talking about having that down along with itemization.
In relation tothe above would it be possible to transition some of the itemization changes in batches?	
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For me, something isn't synching up right in my head.  On one hand, we're told that system changes or bugs will be released as they are ready, and aren't necessarily tied to drop three.  That makes sense to me... except for the fact that I would think the rune stuff would be a 'system change' and it was very clearly referred to as coming in the November content drop.
 
Ergo, perhaps a little clarification might be in order, so as to arrange my expectations.  We can clearly expect that the new content will be in November.  We can clearly expect that balance changes and bugfixes might make it in before November.  But are the rune system changes a potential part of that as a system change, and thus may come earlier, or are they 100% written off until November and considered 'new content' as the devpost seemed to indicate?	
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@CRB_Aniath 
 
Thx for your replies man..... really, for giving us that simple humane communication we are all craving for.
 
I personally  do my posts to "make" carbine focus their attention to the most important things like the rune changes/itemization <-- this should be priority number 1,
although i don't really think they can "prioritize" things from a development stand-point cause they have different departments for every aspect of the game.	
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 So perhaps would it be better for us to offer what we as the players would personally like to see implemented sooner or prioritized leading up to Drop 3? I feel like that might be a better way to steer the discussion if I'm understanding right. 
If that's the case I mean I'd jsut like to say what I feel would have be nice to see ready sooner are:
Warrior tank changes
AP/SP changes(going from 1400ish SP on live to 2100ish on the PTR was like night and day in a really positive way for warriors and I'd imagine it might be the same for toher tanks as well
Rune crafting seemed to be in a pretty good state when I looked at it and I think quite a few people have enjoyed it as well or at least I see a significant portion of posts on this topic talking about having that down along with itemization.
In relation tothe above would it be possible to transition some of the itemization changes in batches?
 
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Yo!
 
If you check my post, what I'm trying (and obviously failing!) to make clear is that we are not delaying changes/updates like the Rune stuff because of the Content Drop. It's just not ready yet.
 
The State of the Game post is primarily about the NEW content, The Defile, Omnicore 1 etc. IF there is a system change/fix/balancing that needs to be done then it will be done "when it's ready". That could be before the drop patch, or if it isn't ready then after.
 
Look at the AMP/Ability Tier change. That was implemented BEFORE the drop because it was ready to go. The same will be the case for other QOL stuff.
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Thank you for chiming in and communicating with us Anlath *shares a breakfast cookie*
If I'm understanding correctly then things that aren't entirely new content such as a dungeon, quest zone, etc...aren't strictly bound to Drop 3 which is great to hear. So as you pointed out the AMP/Ability tier changes came prior and the megaservers are not bound to drop 3 either. This would lead me to believe that changes
 
So perhaps would it be better for us to offer what we as the players would personally like to see implemented sooner or prioritized leading up to Drop 3? I feel like that might be a better way to steer the discussion if I'm understanding right.
 
If that's the case I mean I'd jsut like to say what I feel would have be nice to see ready sooner are:
Warrior tank changes
AP/SP changes(going from 1400ish SP on live to 2100ish on the PTR was like night and day in a really positive way for warriors and I'd imagine it might be the same for toher tanks as well
Rune crafting seemed to be in a pretty good state when I looked at it and I think quite a few people have enjoyed it as well or at least I see a significant portion of posts on this topic talking about having that down along with itemization.
In relation tothe above would it be possible to transition some of the itemization changes in batches?
 
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I'd like to see a "State of PvP" post aswell. Right now, EU PvP is dead except for some teams still doing 2s.
Practice Grounds have up to 10min queue time during primetime and are usually a faceroll based on which team has more PvE geared players.
 
It's sure that rune slot changes are not gonna change the interest in PvP.
The currently planned balance changes aren't either (except for medic dps, which is going to be OP as *cupcake*).
 
Dev post needed on this matter, more than the tiny generic paragraph in the "state of the game"-post.	
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Man, where to start...
 
So, yeah. Obviously we want to release the balance/fixes ASAP. We know they are massively impacting player experience and that many, many, many players are eagerly anticipating them.
 
However, it comes down to a question of "readiness", which is what the State of the Game is discussing.
 
We're not delaying these fixes because we want to launch a new questing zone. We're delaying updates because "they are not ready yet and we want to ensure they are in a solid, stable, state".
 
Look at the AMP/Ability Tier changes and Attunement changes. We didn't wait for the next update to release those, we simply had to wait until *they were ready*.
 
So if a particular fix/change/balance isn't out yet, it's not because we're secretly holding it back to launch alongside The Defile or OmniCoreOne, it's simply because it needs a bit more work.
 
Edit: FYI, we are flagging all this feedback up as well. I'm making it very clear that you guys want certain fixes out ASAP, rather than waiting.
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