121004-what-id-like-to-see-in-2015

== Content ==
			
I posted this to Reddit a week and a half back.  I was encouraged to post it here, so I finally broke down and did so.
 
I'll open by saying that I think the biggest prioritization needs to be with the game's social tools and to drive folks out of their houses to see each other and play together.  Housing and instanced content can be great in moderation, but if they're the core of your game's content then you're going to have problems with social interaction.  Older games didn't have to focus on this because a lot of content wasn't soloable, nor was it expected to be, and it was found in big open world spaces and dungeons.  There were "camps" that everyone knew about and seasoned players were always helpful in directing new players to them.  Lots of those games didn't even have an in-game map, so people actually had to ask for directions.  Communication was needed to get anything done, so communication happened.  I'm not suggesting that the MMO market wants any game to return to those old ways, but social tools need to be strengthened so that people meet other people.  Better design and incentives can also drive players to work together and maybe meet a guild they find meshes well with their personality and in-game goals.  Someone did a great job in mocking up the LFG tool this game deserves, so be sure to swing by that thread and have a look, maybe provide suggestions and feedback that helps Carbine to envision what we do.
 
Without further ado, here's my list of stuff I'd like to see for 2015:
 
I'd love to see an open world PvP zone (where you get flagged as soon as you enter and unflagged when you leave) with things to fight over. For example, controlling the zone means gaining access to a dungeon for your faction and that dungeon itself is open to PvP for the newly won faction to purge the opposite faction. It should not capped to groups or raids as some private little instance but rather an actual contested zone. It should have something rewarding for everyone across the entire level spectrum to come there and do content (maybe higher exp rewards for leveling characters, and all sorts of challenges deeper in for seasoned players). Various paths could take part in this process (e.g. settlers build structures on newly razed ground, explorers help find access to resources that aid in the zone's war effort, soldiers man heavy artillery and siege engines and/or call in air strikes on the other faction, etc.). Perhaps some minor, but significant, faction-wide buffs could be turned on by controlling key structures or resources so that even non-PvPers will be able to see when their faction's succeeding and gain from it. All of this kind of thing could easily make PvE servers appealing for PvP players who don't want to be repeatedly ganked while leveling, but do want to participate in PvP when they feel up to it. Give people a reason to PvP and a way their faction can see what successes in PvP lead to and a lot more people may actually do it. This also allows for all kinds of tactics and gameplay styles that don't currently exist for PvP on PvE servers, such as Stalkers being able to find bottlenecks and kill players who try to get through them without being yelled at like they would in a battleground for not directly assisting with the objective.
Revisit paths. For example, if a settler has turned on all the teleporters in his capital city, everyone should know all about it. They should be able to stay on a LOT longer than they currently do and the tedium of collecting resources to do so should be reduced. There's no reason to kick the player off of a mount to pick up a twig or a pile of poop (I mean "polymorphic clay"), nor should there be a progress bar slowing them down in doing so. Just let the player run overtop of the resource to collect it. Better yet, make there be more variety to the ways these resources can be obtained (for example, cheap renown bags stuffed full of them and housing plugs that passively accrue them). Put up buff icons that appear when entering a city that have the timers on them for when the buffs will go down so that all settlers nearby can get involved and other players can ask them to put these buffs up. Make there be more variety to the kinds of things a settler can actually put up for players. Reward players well for going out into leveling zones and turning these on! Currently this whole system is just wasted developer time and wholly underutilized except for the rare time a settler wants to use it for himself or turned it on purely because it helped level the path itself. Do this kind of thing for every path so everyone feels useful and not like they did the wrong thing by picking anything but Scientist or Settler. Make it so that players have a lot more progress they could be making doing path-related tasks that help out other players in real, tangible ways that everyone can partake of and make the world feel more alive (e.g. if I see the buff icons up for city buffs, I feel connected to the world in that I know some settler did something for me even if I wasn't around when he did it).
I'd love to see the issue of maxing alts out be finally addressed. Daily zones and the rep grinds they entail are not fun to do, especially more than once. Obtaining all of your amps and ability points is a massive chore and time gating them isn't fun either.
The alternate leveling zones that have long been shut off should be populated with stuff to do. It's stale playing a single, linear storyline more than once.
Current zones should be given additional purpose, so there are reasons for players who are maxed out in levels will return to them. There should be reasons that players congregate in key places throughout the game and don't just sit around hidden in their houses queuing up for instanced content! People need to see each other and they need to socialize in order to feel connected to the community. We've got huge zones already, so bring them to life by giving players a reason to go to them no matter their level. And please, please, please no more NPCs standing directly next to areas that players will congregate with looping laughs or yelling "hey! hey! Heeeeey!" at them. The ones that are already there are incredibly irritating and need to be muted permanently.
No more Strain anything. Zones full of dull, monotonous music and similarly boring and exceedingly limited color palettes (part of Wilderrun and large portions of Grimvault, Blighthaven, and the Defile are primarily one color: purple) get old really fast, and we've already got huge zones dedicated to that story arc.
A re-visit of crafting. The vast majority of stuff in the Epochos/Adventus lines for most professions is absolute garbage nobody wants to make. That is not a crafting endgame but a waste of time. There should be itemization holes throughout the game that crafting is designed to fill so crafters feel like what they do is useful and not a massive waste of time. It also encourages a game's social structure, because getting players to work together to accomplish goals helps build community. The fact that almost nothing crafted is for sale on the market should make it pretty obvious that almost none of it is desired. The few things that actually might get sold (e.g. Warcry of the Osun) are slated for nerfs so, again, they'll be pushed off the crumbling market and back into the never-getting-crafted-again bit bucket.
On the economy: No more new currency systems! There are really too many already. The market is already really limited by the fact that not much that drops is even worth listing, and anything that is worth listing drops so infrequently that the prices are super high. The 12% listing fee needs to be dropped substantially to get people to use the market more. Nobody wants to sit around spamming /trade all day just to avoid a horrendous gold sink. The current listing fees are on the wrong end of the Laffer curve[1] and reduce the gold sink effect intended because they're so high. Encourage bustling trade and nickel and dime that with smaller gold sinks and more money is likely to be taken out of the economy.
Make there be more reasons for people to leave their houses and come to capital cities. For example, there could be a traveling bazaar that shows up a couple of times a week and stays around for half of the (real life) day. It can sell interesting items that aren't available elsewhere. They could sell costume items, mounts and mount flair, dyes, decor items, and other cosmetic odds and ends that are desirable because they are cool and help players express themselves. Certain events and challenges could open up that are unavailable at any other time. Some of these could be made competitive so that players can engage in them against others for prizes. The different races of Wildstar can each host their own bazaar throughout the month so that different things become available and they don't seem stale or lifeless as they come to town. That will cause people to collect in the city at times where otherwise they might just use the copious housing plugs that do almost everything their city has to offer.
Make music boxes available throughout the world in different places and means of obtaining them. There are a number of musical selections not available in a player's house currently, and that's a golden opportunity to get people to run content to unlock them rather than just buy them outright inside the house. The marauder theme song, for example, would be a pretty cool marauder-themed shiphand reward.
Edit: Thought of some hopefully amusing and fitting names for the traveling bazaars: The Protozaar, and Shiny days! The city could be decorated to make it clear that they're in town, such as billboards for Protostar's and various colorful Lopp decorations. Maybe you guys could come up with some more for the underutilized races that there are models in game for but we don't see much of. I also thought it might be interesting to have various gambling games that use renown as a currency run by the Darkspur in some seedy, "undisclosed" location. Maybe the Halon Ring can finally be released. That would encourage people to get renown for some real purpose and spend it regularly for chances at good stuff. Of course, the hook is that you get renown by grouping with others and doing content which is something the game can definitely use more of.	
----
			Related information I will reference instead of repeating.  I agree with most of what's brought up here, adding the caveat of what I said earlier in that thread.	
----
			
{| class="blockquote"
Related information I will reference instead of repeating.  I agree with most of what's brought up here, adding the caveat of what I said earlier in that thread.
----
			
{| class="blockquote"
I posted this to Reddit a week and a half back. I was encouraged to post it here, so I finally broke down and did so.
 
I'll open by saying that I think the biggest prioritization needs to be with the game's social tools and to drive folks out of their houses to see each other and play together. Housing and instanced content can be great in moderation, but if they're the core of your game's content then you're going to have problems with social interaction. Older games didn't have to focus on this because a lot of content wasn't soloable, nor was it expected to be, and it was found in big open world spaces and dungeons. There were "camps" that everyone knew about and seasoned players were always helpful in directing new players to them. Lots of those games didn't even have an in-game map, so people actually had to ask for directions. Communication was needed to get anything done, so communication happened. I'm not suggesting that the MMO market wants any game to return to those old ways, but social tools need to be strengthened so that people meet other people. Better design and incentives can also drive players to work together and maybe meet a guild they find meshes well with their personality and in-game goals. Someone did a great job in mocking up the LFG tool this game deserves, so be sure to swing by that thread and have a look, maybe provide suggestions and feedback that helps Carbine to envision what we do.
 
Without further ado, here's my list of stuff I'd like to see for 2015:
 
I'd love to see an open world PvP zone (where you get flagged as soon as you enter and unflagged when you leave) with things to fight over. For example, controlling the zone means gaining access to a dungeon for your faction and that dungeon itself is open to PvP for the newly won faction to purge the opposite faction. It should not capped to groups or raids as some private little instance but rather an actual contested zone. It should have something rewarding for everyone across the entire level spectrum to come there and do content (maybe higher exp rewards for leveling characters, and all sorts of challenges deeper in for seasoned players). Various paths could take part in this process (e.g. settlers build structures on newly razed ground, explorers help find access to resources that aid in the zone's war effort, soldiers man heavy artillery and siege engines and/or call in air strikes on the other faction, etc.). Perhaps some minor, but significant, faction-wide buffs could be turned on by controlling key structures or resources so that even non-PvPers will be able to see when their faction's succeeding and gain from it. All of this kind of thing could easily make PvE servers appealing for PvP players who don't want to be repeatedly ganked while leveling, but do want to participate in PvP when they feel up to it. Give people a reason to PvP and a way their faction can see what successes in PvP lead to and a lot more people may actually do it. This also allows for all kinds of tactics and gameplay styles that don't currently exist for PvP on PvE servers, such as Stalkers being able to find bottlenecks and kill players who try to get through them without being yelled at like they would in a battleground for not directly assisting with the objective.
Revisit paths. For example, if a settler has turned on all the teleporters in his capital city, everyone should know all about it. They should be able to stay on a LOT longer than they currently do and the tedium of collecting resources to do so should be reduced. There's no reason to kick the player off of a mount to pick up a twig or a pile of poop (I mean "polymorphic clay"), nor should there be a progress bar slowing them down in doing so. Just let the player run overtop of the resource to collect it. Better yet, make there be more variety to the ways these resources can be obtained (for example, cheap renown bags stuffed full of them and housing plugs that passively accrue them). Put up buff icons that appear when entering a city that have the timers on them for when the buffs will go down so that all settlers nearby can get involved and other players can ask them to put these buffs up. Make there be more variety to the kinds of things a settler can actually put up for players. Reward players well for going out into leveling zones and turning these on! Currently this whole system is just wasted developer time and wholly underutilized except for the rare time a settler wants to use it for himself or turned it on purely because it helped level the path itself. Do this kind of thing for every path so everyone feels useful and not like they did the wrong thing by picking anything but Scientist or Settler. Make it so that players have a lot more progress they could be making doing path-related tasks that help out other players in real, tangible ways that everyone can partake of and make the world feel more alive (e.g. if I see the buff icons up for city buffs, I feel connected to the world in that I know some settler did something for me even if I wasn't around when he did it).
I'd love to see the issue of maxing alts out be finally addressed. Daily zones and the rep grinds they entail are not fun to do, especially more than once. Obtaining all of your amps and ability points is a massive chore and time gating them isn't fun either.
The alternate leveling zones that have long been shut off should be populated with stuff to do. It's stale playing a single, linear storyline more than once.
Current zones should be given additional purpose, so there are reasons for players who are maxed out in levels will return to them. There should be reasons that players congregate in key places throughout the game and don't just sit around hidden in their houses queuing up for instanced content! People need to see each other and they need to socialize in order to feel connected to the community. We've got huge zones already, so bring them to life by giving players a reason to go to them no matter their level. And please, please, please no more NPCs standing directly next to areas that players will congregate with looping laughs or yelling "hey! hey! Heeeeey!" at them. The ones that are already there are incredibly irritating and need to be muted permanently.
No more Strain anything. Zones full of dull, monotonous music and similarly boring and exceedingly limited color palettes (part of Wilderrun and large portions of Grimvault, Blighthaven, and the Defile are primarily one color: purple) get old really fast, and we've already got huge zones dedicated to that story arc.
A re-visit of crafting. The vast majority of stuff in the Epochos/Adventus lines for most professions is absolute garbage nobody wants to make. That is not a crafting endgame but a waste of time. There should be itemization holes throughout the game that crafting is designed to fill so crafters feel like what they do is useful and not a massive waste of time. It also encourages a game's social structure, because getting players to work together to accomplish goals helps build community. The fact that almost nothing crafted is for sale on the market should make it pretty obvious that almost none of it is desired. The few things that actually might get sold (e.g. Warcry of the Osun) are slated for nerfs so, again, they'll be pushed off the crumbling market and back into the never-getting-crafted-again bit bucket.
On the economy: No more new currency systems! There are really too many already. The market is already really limited by the fact that not much that drops is even worth listing, and anything that is worth listing drops so infrequently that the prices are super high. The 12% listing fee needs to be dropped substantially to get people to use the market more. Nobody wants to sit around spamming /trade all day just to avoid a horrendous gold sink. The current listing fees are on the wrong end of the Laffer curve[1] and reduce the gold sink effect intended because they're so high. Encourage bustling trade and nickel and dime that with smaller gold sinks and more money is likely to be taken out of the economy.
Make there be more reasons for people to leave their houses and come to capital cities. For example, there could be a traveling bazaar that shows up a couple of times a week and stays around for half of the (real life) day. It can sell interesting items that aren't available elsewhere. They could sell costume items, mounts and mount flair, dyes, decor items, and other cosmetic odds and ends that are desirable because they are cool and help players express themselves. Certain events and challenges could open up that are unavailable at any other time. Some of these could be made competitive so that players can engage in them against others for prizes. The different races of Wildstar can each host their own bazaar throughout the month so that different things become available and they don't seem stale or lifeless as they come to town. That will cause people to collect in the city at times where otherwise they might just use the copious housing plugs that do almost everything their city has to offer.
Make music boxes available throughout the world in different places and means of obtaining them. There are a number of musical selections not available in a player's house currently, and that's a golden opportunity to get people to run content to unlock them rather than just buy them outright inside the house. The marauder theme song, for example, would be a pretty cool marauder-themed shiphand reward.
Edit: Thought of some hopefully amusing and fitting names for the traveling bazaars: The Protozaar, and Shiny days! The city could be decorated to make it clear that they're in town, such as billboards for Protostar's and various colorful Lopp decorations. Maybe you guys could come up with some more for the underutilized races that there are models in game for but we don't see much of. I also thought it might be interesting to have various gambling games that use renown as a currency run by the Darkspur in some seedy, "undisclosed" location. Maybe the Halon Ring can finally be released. That would encourage people to get renown for some real purpose and spend it regularly for chances at good stuff. Of course, the hook is that you get renown by grouping with others and doing content which is something the game can definitely use more of.
----
			
{| class="blockquote"
Thanks for reading. :)
 
I'm not sure I agree that dailies are the solution to the problem.  I don't like feeling pressured to play the game in a monotonous, repetitive way.  Content design that makes me want to do things is much better than content design that makes me feel like I have to.  In a theme park MMO, dailies are like a roller coaster.  You're stuck on rails doing what the game tells you to.  Maybe you decide halfway that you don't really want to do that anymore, but the carrot at the end (amp and ability points, etc.) drives you on to keep doing something you don't really want to and no longer like.  If you want to play an alt... well this is what it feels like (I guess I'm dating myself with that reference).
 
I do agree with you wholeheartedly that better motivating carrots need to be in place.  Part of that is why I proposed an open world PvP zone for competition.  Players need to be funneled into encounters with one another for lots of different reasons, and PvP definitely is one.  Put bottlenecks everywhere so they're pushed into proximity to others and watch the fireworks (or murderous bloody mayhem if you're on a PvP server).
----
			
 
 
{| class="blockquote"
1. Could be fun, but I think the deaths of our PvP servers pretty much proves this to be a waste of time and energy.
----
			
{| class="blockquote"
 
 
 
 
 
I wholeheartedly disagree. The problem there is not that open world PvP isn't a draw - at launch the PvP servers were plentiful and populous. People do want it. However, with a really freakin' huge world, they're already at a disadvantage to find people to kill. Daily zones dry up when people finish their rep grinds. Battlegrounds and arenas grow stale when they're your only choices. A single open world PvP zone with incentives to come to is a bottleneck for encounters with other players. If it ties in to PvE by helping players who don't even PvP and never will gives a motivation to do it for fence-sitters who can take or leave PvP. When someone hops in voice and yells out "OMG, the [Dommies/Exiles] are out in force today trying to take our [whatever is worth fighting over]" people do actually come to that kind of fight. It's an endgame in and of itself, constantly changing and unlikely to get stale because they're encounters with people.
 
 
 Fair point. 
 
 
You're missing the point. There are lots of fun classes in Wildstar to play, but if you feel like there's this enormous mountain of stuff ahead of you to get your character to be relevant, you won't want to alt at all. If there are no alts, there are no seasoned players out in the newbie zones to group with and the rare ones you will encounter are going to be soloing the content because much of it is too easy to need a group anyway if you know what you're doing. Mentoring is and always will be broken as long as there's no variety to the content and you're going to have to eat an expensive repair bill for dying with newbies while in your awesome raid set. Once you've put your work in on one character, the transition into maxing out others should be much easier so that trying new things is always fresh and fun. I have many alts, but only feel motivated to progress on one of them. That is a serious problem that needs to change if someone who loves alting to death doesn't even want to do it.
 
 I'm not missing the point, I just disagree. I'm an altoholic as well, but I alt to replay the game, not to "have it all." Every time I start a new character I'm thrilled that it's completely fresh and untouched by anything I've already done. 
 
It doesn't have to be that way. Dark Age of Camelot handled this very well. Crafted pieces were like glue that held your set together. A major goal of anyone's gear set was to max all resistances, but PvE drops had varying amounts of them and certainly wouldn't hit the goal if you just mashed them all together. You'd craft a few pieces (or commission custom work) to fill in all that stuff so that you hit your potential, and there was always room for improvement as you got new and better pieces. Crafted gear was never irrelevant.
 
In Wildstar, people originally would stack their physical resistance because it was the only stat that needed to be. Now they stack armor instead because there aren't enough places where stacking resistances against tech or magic even makes sense (nor does having multiple sets of armor due to the huge number of slots to fill and the rarity of good pieces to fill them with). The rune system fills gaps that crafted gear used to in other games. However, there are places where Wildstar can again make crafted gear relevant. There are imbuements and specials all over. Most are just crap and need to be revamped or done away with entirely. If some imbuements are only available from some crafted pieces, then choices can be made by players. There's a hint of this already in that certain specials are quite nice and powerful on some dropped or crafted pieces. Ask any healer if they'd like to give up Reduced Burden and you'll hear a resounding "hell no!" Expand into this niche and crafting can be just as relevant and useful in some spaces as drops. No one method of obtaining gear should dominate all spaces. There are tons gear slots to fill, so give players a plethora of worthwhile options in both crafted, dropped, and quest/challenge rewards and they'll feel empowered to make choices.
 
 Oh, I agree with you here, I was just pointing out that WS is currently shifting away from that due to misinformation. I'd love to see professions actually have a point to them.
----
			
{| class="blockquote"
Responses in bold.
----
			
{| class="blockquote"
I'm not missing the point, I just disagree. I'm an altoholic as well, but I alt to replay the game, not to "have it all." Every time I start a new character I'm thrilled that it's completely fresh and untouched by anything I've already done. 
----
			
{| class="blockquote"
Amp and ability point progression for a character is clearly not "having it all." It's only one small step to progress. There can be many alternate routes of horizontal progress that make a game entertaining, but not for a character's base progression.
 
Some people only PvP on one character that they happen to like the most for that role, and that may not be the one they raid on (loot distribution and raid group balancing around buffs/debuffs call for a few representatives from each class and players may get locked into a role). Think about what time gating those things means for PvP: people who got there first and put their time in are substantially better than you and in a way that is completely out of your control until you put the time in too. Time gating you to catch up to them just means you have no incentive to jump in at all when you're late to the party. Having all your amp and ability points is super important in that space, and you and I will never see eye to eye if that can't be acknowledged. Being locked out of your full potential due to time-gating skills and amps when you have to re-main because your raid needs it and you're willing to fill the role is similarly a problem. It's not like there's not other stuff you have to do to be better (gearing up, perfecting your rotation at a combat dummy, etc.). It's simply pointless and unnecessary and kills motivation, and motivation to do stuff is the commodity that makes the MMO world go 'round. I trade the time spent with you doing the stuff you want to do for the time you spend with me doing the stuff I want to do. If one of us is motivated and the other is not because the game design imbalances our motivations and our willingness to participate in the exchange, a game dies.
----
			
{| class="blockquote"
Remember, people were raiding GA and DS before they made AMPs/Abilities more readily available; while very, very nice to have, they are not absolutely necessary. 
----
			
{| class="blockquote"
I wholeheartedly disagree.  The problem there is not that open world PvP isn't a draw - at launch the PvP servers were plentiful and populous.  People do want it.  However, with a really freakin' huge world, they're already at a disadvantage to find people to kill.  Daily zones dry up when people finish their rep grinds.  Battlegrounds and arenas grow stale when they're your only choices.  A single open world PvP zone with incentives to come to is a bottleneck for encounters with other players.  If it ties in to PvE by helping players who don't even PvP and never will, and gives a motivation to do it for fence-sitters who can take or leave PvP, then more PvP will happen overall.  When someone hops in voice and yells out "OMG, the [Dommies/Exiles] are out in force today trying to take our [whatever is worth fighting over]" people do actually come to that kind of fight.  It's an endgame in and of itself, constantly changing and unlikely to get stale because they're encounters with people.
----
			I think just the incentive of uncapped EG would keep the daily zones alive and probably bring more people into them. That's where the majority of mine comes from anyway. Would probably get more people in Q all week and removes the time gate on AMP/Abilities as you'd be able to grind nonstop for EG to get them.	
----
			
{| class="blockquote"
I think just the incentive of uncapped EG would keep the daily zones alive and probably bring more people into them. That's where the majority of mine comes from anyway. Would probably get more people in Q all week and removes the time gate on AMP/Abilities as you'd be able to grind nonstop for EG to get them.
----
			Players just want to log on, have fun, and feel like a rockstar. A lot of gamers have crummy lives and use games like these as an escape. A happy alternate reality where they can double jump and slay dragons and save princesses. In Wildstar you're made to struggle and suffer constantly and it never changes. You die and fail a lot in attunement and in dungeons, you die and fail a lot in raid, and you experience a ton of interpersonal stress due to game difficulty. I'd love to see SOME of the content nerfed so that some of the players can have fun here and not constantly be made to feel inferior and bad. It's really the most heartbreaking aspect of this game to me. Seeing average gamers just get totally demoralized from the difficulty here :( 	
----
			
They forgot one thing in the plans for 2015.  Free to play.Lets be real no one is coming back to the game in its current and future state if they don't go F2P.  No one knows what wildstar is and with only 500k copies of the game sold at launch they don't have many people to bring back anyway.  Drop 3 didn't bring people back, nor did it bring any new people.  What makes you think drop 4 or 5 will? 
 
F2P won't ruin the game.  If they establish a micro-transaction market where you can buy decor, mounts, bag shots, boosts (like the guild renown ones except larger), costumes, and other conveniences it would thrive.  Just look at GW2.  Sure you had to pay a price to play GW2, but they rely and make all of their money off the money market.  Along with the money market you could still have a premium service of $15 a month where you get some items from the cash market along with things only for those premium members. I.E  Daily boosts all increased by 5% (10%, 10%, 15%), reduced auction house tax, reduced armor repair cost, and so many other simple things.
 
Wildstar will be more dead than it is now if they wait for F2P.  Carbine needs to have a mass marketing for F2P so that people actually know what this game is.  I have talked to so many people who have said they want to try the game, but the one week pass isn't enough, or they don't want to spend $60 now $40 to have a game they have never played and know nothing about.  Wildstar is such a big change compared to something like WoW and all of the content is at level 50 so having them play for free until level 20 wont work either.  
 
Wildstar has the best combat in any MMO and it would be foolish to let this boat keep sinking.  If they just blow it off I'll PvP until the end, but I really hope Carbine opens their eyes and makes a proper change to the game.
 
Oh, and if you think that 100 people standing in illium is a lot of people you are lying to yourself.
 	
----
			
{| class="blockquote"
You die and fail a lot in attunement and in dungeons, you die and fail a lot in raid, and you experience a ton of interpersonal stress due to game difficulty.
----
			
{| class="blockquote"
Players just want to log on, have fun, and feel like a rockstar. A lot of gamers have crummy lives and use games like these as an escape. A happy alternate reality where they can double jump and slay dragons and save princesses. In Wildstar you're made to struggle and suffer constantly and it never changes. You die and fail a lot in attunement and in dungeons, you die and fail a lot in raid, and you experience a ton of interpersonal stress due to game difficulty. I'd love to see SOME of the content nerfed so that some of the players can have fun here and not constantly be made to feel inferior and bad. It's really the most heartbreaking aspect of this game to me. Seeing average gamers just get totally demoralized from the difficulty here :(
----
			
{| class="blockquote"
But the challenging content IS the main selling point of Wildstar
----
			
{| class="blockquote"
It is not selling. 
----
			
{| class="blockquote"
A bunch of really good ideas
----
			
{| class="blockquote"
Players just want to log on, have fun, and feel like a rockstar. A lot of gamers have crummy lives and use games like these as an escape. A happy alternate reality where they can double jump and slay dragons and save princesses. In Wildstar you're made to struggle and suffer constantly and it never changes. You die and fail a lot in attunement and in dungeons, you die and fail a lot in raid, and you experience a ton of interpersonal stress due to game difficulty. I'd love to see SOME of the content nerfed so that some of the players can have fun here and not constantly be made to feel inferior and bad. It's really the most heartbreaking aspect of this game to me. Seeing average gamers just get totally demoralized from the difficulty here :(
----