128487-massivly-f2p-announcement-discussion-thread

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== Content ==
			
Link: http://massivelyop.com/2015/06/25/e3-2015-wildstar-is-adding-much-more-than-f2p-this-fall/
 
So i thought creating 1 Thread (where everybody can states his thoughts) about the announcement will probably better than a 100. So i've decided to start one.
 
My Opinion:	More than just a business model Paragraph: 
Let's start with the positive:
 
Getting new player into dungeons much earlier seems like a great idea.
New Arena
Always on-sprint (outside of combat) - I was often annoyed by the slow travel speed.  - A Toogle-able button would be great where we can decided if we want to "walk".
Sell Junk button
Navigation system (if it works properly.
Neutral (Have to see the exact changes): 
​Moving the Prime-Mobs (are those the Normal Mobs with higher health, a few tricky spells and 2 Interrupt armor or the Group bosses with separate quests) 
​                   If Normal mobs... -> I don't know how to feel about it. It will probably relieve a lot of frustration from new players that die against them. (Which could result in a bigger community, less rage quits)
                         however, those mobs also teach the new players to pull carefully and be aware of their surroundings. A big red skull above their head would do a better job in that case. 
 
                   If Group bosses -> Good idea, not necessary though
 	Choose your tutorial 
Seems like no bad idea, still unnecessary - The Arkship tutorial is a novice-class Tutorial. Implement a few tweaks there and you got your beginner one. (Aka Big Floating Arrows that show the direction you should be heading, bigger "!" and so on) . The resources you put into that feature would be better invested in casual high lvl content (solo instances, shiphandes (maybe a bit harder), Group content, adventures...) -> to make (rather casual) Level 50s that can't raid stick to the game)
 
More Information to each class/race/path is a great idea. (Put an emphasis on Dominion-Marketing please)
 	Revamping stats 
Seems like a horrible, horrible idea. In the end we have will have to see how it works out ->  Please let veteran players (especially Raiders) inspect that carefully (Public Test server  :rolleyes: with restricted access) 
 
Please consider that this revamp could have HORRIBLE consequences on the game if treated too light-hearted.
 
 
Better dungeon diving
 
Do not make the game completely PUG-Friendly. It has to have a certain Level of difficulty, which in my opinion is optimal right now. (If you dumb it down too far, the transition will inevitably fail) - Questioning the difficulty of the content is nice, but being over careful will have a negative result.
 
Just something you might perceive as interesting. Whenever i run Ruins of Kel'Voreth with a group of new players, people DO NOT get frustrated by the difficulty/endboss. The most common statement i hear after them trying (and wiping alot of times) is "WOW - i'm so glad that i bought this game" 
 
Tl/Dr. Over-Difficulty is bad
         Difficult is encouraging
         Easy-Mode will destroy the game
 	Housing: Welcome to the neighborhood 
i really love that idea  :wub:
 	To the loyal go the spoils 
 
BALANCING - will be the Key to success here.
 
 
Some cash shop ideas i would like to see.
Race-Changes
Emotes
Faction changes -> TOWARDS the lower populated Faction
Costumes
Customization
Housing-Stuff
Additional Housing Slots
a Loot-Pet
 
 
Some things i would hate to see:
 
Limited-Time-Costumes
Faster/better Mounts that those you can't buy with gold
Things that make you stronger in combat, (Potions, Gear...)
Class changes - "Medic is OP now, let's reroll op" -> "Spellslinger is op now, 50% of community changes to Spellslinger" - PLEASE NO
Teleport Scrolls, Resurrect Scrolls, 
 
 
Just my 2 Cents- would like to hear your opinion	
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Please keep the discussion regarding revamped stats to the thread that's already created here, instead of having duplicates. That thread is already at three pages, so it's staying active, while the smaller threads will be re-directed to this one so we can keep the information about this announcement all in one place for players. 
 
 
Thank you
- Team WildStar 	
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I'd already created a thread about it in the dungeon forums, but I guess I'll reiterate my thoughts here on the dungeon changes...
 
It seems Carbine has completely forgotten that adventures exist. :/ And with unlocking dungeons every 5 levels, how in the world is that going to mean we'll have "dungeon" content all the way to cap? Unless they're adding a heck of a lot more...?	
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Don't ask questions, just get in the train.
			
				
	Edited June 25, 2015 by Grota	
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			This is making me super nervous about the direction of the game. Stat change sounds awful. Dungeon changes sound good. Don't really care about the prime mobs much except that it seems to indicate a change in thinking that might not lead to good places. But I'm not a fan of slippery slope so I'll leave that there.Tutorials sound like a good change. Having watched a player completely new to MMOs go trough this game (someone who now finds vet dungeons to be something she does to "relax"), a more basic tutorial would have be welcome to start out.Regarding normal level dungeons, I agree they are in a good place for me. But Iostly spend my time in vets- if this is necessary to get players into them, I can live with it.
			
				
	Edited June 25, 2015 by SlyJeff	
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			So I mainly glanced over the massively and mmorpg articles regarding drop 6, and I couldn't seem to find where the stuff was for max lever...are we getting anything in drop 6 for max level players!?	
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to me its all great news.
 
its a bit "thin" on the content side for people already at endgame, but aside from that... its all good.
-group housing will be HUGE
-stat change was needed (when people don't even mention their gear into their builds anymore, the alarm should be raised about the lameness of the gear system)
-more spread out dungeons/story etc for noobs. all good.
-moving prime mobs aside.. all right.. thats a bit carebear. but doesn't really affect me anyway.
-always running out of combat. well.. i mean.. thats a bit weird when it comes to jumping. no need to sprint anymore, i find its a bit too much dumbing down and is going to remove the fun of sprinting as you wanted to. probably my least fav thing about the announcements.
 
so yeah. i'm happy.
			
				
	Edited June 25, 2015 by Avatar111	
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Have they said anything about endgame content...someone please respond, if not I may not sub at all until drop 6 comes...despite the Player rewards
 	
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Always on-sprint (outside of combat) - I was often annoyed by the slow travel speed. - A Toogle-able button would be great where we can decided if we want to "walk".
its a sad day for explorers and jumping puzzle people, also a sad day for races on your mounts, ill go to the racetrack plots for a final goodbye
 
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Have they said anything about endgame content...someone please respond, if not I may not sub at all until drop 6 comes...despite the Player rewards
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Have they said anything about endgame content...someone please respond, if not I may not sub at all until drop 6 comes...despite the Player rewards
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They haven't said anything about endgame content yet. It's possible we won't see new endgame (outside of the new PVP arena) until drop 7. There's a LOT going on with this transition. It just depends on how much time they have to develop new end game stuff (or how much of it is already developed).
 
There's a lot of really positive news in this article. I just hope we get more details from CRB soon. Like...really really soon.	
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They haven't said anything about endgame content yet. It's possible we won't see new endgame (outside of the new PVP arena) until drop 7. There's a LOT going on with this transition. It just depends on how much time they have to develop new end game stuff (or how much of it is already developed).
 
There's a lot of really positive news in this article. I just hope we get more details from CRB soon. Like...really really soon.
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Always on-sprint (outside of combat) - I was often annoyed by the slow travel speed.  - A Toogle-able button would be great where we can decided if we want to "walk".its a sad day for explorers and jumping puzzle people, also a sad day for races on your mounts, ill go to the racetrack plots for a final goodbye
 
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I liked having MObs of varying levels of difficulty prowling the open world, and planning my movement and fighting based on which ones I could handle individually, in groups or not at all.  That made playing outside more nuanced and dangerous than picking a zone that's my level and grinding up everything in my path at a measured pace.  It also makes going back to lower level zones at the level cap more than an exercise in thoughtless steamrolling.
 
If the primes are shoved off to the sides of the zones, then are the "kill 30" Contracts going to change?  I had a blast going back to Galeras to hunt Crimson Trabants because the giant robot was still a threat (and because nostalgia, but STILL).  It's going to be a lot less interesting (and maybe a little too rewarding) once I can go to camp Crimson and vaporize everything in my line of sight with a wet fart.  If, conversely, I'll have to patrol the edges of the map looking for primes and leave the rest of the zone alone, I lose out on the sweet nostalgia of sticking it in the faces of those *cupcakes* at camp Crimson.
 
Making sprint continuous out of combat is going to reduce our level of control when it comes to jumping.  Some of the explorer missions were all about timing and controlling the length and height of jumps.  What happens to those now that every jump is a running long jump?  We'll overshoot the mark on a lot of jumps if there's no way to turn it off.  It's also going to make instance running seem frustrating - the perception won't be that we're running twice as fast indoors; it'll feel like we're running half speed indoors.
			
				
	Edited June 25, 2015 by Shendorion	
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			i'm an explorer too.. probably why the run speed change pisses me off the most; i like control !	
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Dumbing the game down is a horrible slippery slope to embark on. Do not make the world less dangerous. Do not revamp the stats, both the danger and the complexity are at a fine point right now. And we certainly do not need more RNG.
 
This game should not be another one in line that does player hand-holding and oversimplifying everything. I was not worried before, but now I am very worried.	
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Dumbing the game down is a horrible slippery slope to embark on. Do not make the world less dangerous. Do not revamp the stats, both the danger and the complexity are at a fine point right now. And we certainly do not need more RNG.
 
This game should not be another one in line that does player hand-holding and oversimplifying everything. I was not worried before, but now I am very worried.
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			So even though Carbine stated they would not stop content coming out on their quarterly cycle (August would be drop 6), it's looking like they are doing exactly that and waiting for f2p before drop 6.  So what, October for drop 6?	
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Always on sprint is another utterly horrible idea.
 
Why didn't you guys ask the community for some brainstorming feedback before you started working on these changes?	
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			Hopefully the Beta will answer and fix problems/bad ideas.  But Carbine, you need to devote way more time to this beta and fixing things.  Alot of times, its fixed after it's been released but this won't fly with the f2p drop.  Expect new players and some, probably most, will expect a polished game with no bugs and no mistakes.	
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So even though Carbine stated they would not stop content coming out on their quarterly cycle (August would be drop 6), it's looking like they are doing exactly that and waiting for f2p before drop 6.  So what, October for drop 6?
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Not sure where I read it, but I seem to recall hearing that there would be another Drop before the F2P transition. Dang if I can find it again ...
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So even though Carbine stated they would not stop content coming out on their quarterly cycle (August would be drop 6), it's looking like they are doing exactly that and waiting for f2p before drop 6.  So what, October for drop 6?
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Not sure where I read it, but I seem to recall hearing that there would be another Drop before the F2P transition. Dang if I can find it again ...
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"RIPinpeace" .... :rolleyes:
 
The always-on sprint is a bit odd, they should have picked an infinite sprint meter when not in combat with the current shift-sprinting.
 
I'm not too worried about no info on elder game content as I see this announcement mostly about QoL additions, directed at F2P and new players.
			
				
	Edited June 25, 2015 by Elo'naa	
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While I HATE the relatively slow movement, I don't agree with an always-on sprint. Just buff everyone's base movement speed by X% and let us keep the sprint (at X+50%, or whatever) toggle for those *cupcake* moments.
 
Neighborhood housing is tremendous. GREAT idea... hoping you can do it with your own alts.
 
Stat rework.... No thanks. :(  Way to make everyone L2P again.	
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I'm hoping the Sprint really is just an infinite sprint bar while outside of combat. That would be best, giving players the option to sprint or not. There are lots of times I really don't need the sprint speed.
 
Stat changes sound interesting. I'm not going to cry doom over them until we know more. But as I see it, Stats are already "Stack Main Stat, then stack AP/SP". This just boils it down to stack AP/SP.  And some new stats that interact more interestingly with existing combat should be interesting. I would like to have something else to chase after that's not just more crit.
 
Housing Neighborhoods sound awesome. Just imagining what people will be able to make out of them is crazy. Basically, most of everything sounds like good changes here.	
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While I HATE the relatively slow movement, I don't agree with an always-on sprint. Just buff everyone's base movement speed by X% and let us keep the sprint (at X+50%, or whatever) toggle for those *cupcake* moments.
 
Neighborhood housing is tremendous. GREAT idea... hoping you can do it with your own alts.
 
Stat rework.... No thanks. :(  Way to make everyone L2P again.
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Better dungeon diving
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			how much longer are we going to have to wait for a ptr update? teasers are nice, but kind of useless.	
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			TT im hunting you in these forums dude ¿ we will see more content in the next patch beside whats already been showed? (in terms of content i see alpha sanctum and new arena but not anything more and its kinda eclipsed when you compare it with drop 4 or drop 5 that are the greatest content updates in the game so far)	
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But these changes are not totally set in stone ? Hope for the sake of Wildstar you actually take into account the players feedback this time Carbine.
 
You ignored most of it in beta and look how that turned out, stopping guilds moving from others games and forming in Wildstar, with the F2P restrictions, is a BIG mistake
			
				
	Edited June 25, 2015 by ministabber	
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But these changes are not totally set in stone ?  Hope for the sake of Wildstar you actually take into account the players feedback this time Carbine.
 
You ignored most of it in beta and look how that turned out, stopping guilds moving from others games and forming in Wildstar, with the F2P restrictions, is a BIG mistake
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The dungeon changes are mostly aimed at the normal versions. I spoke about it at length already in this thread. If you have any other questions, let me know.
 
To clarify a bit from the articles, though:
Stormtalon is staying level 20, not becoming level 15--Kel Voreth is jumping up to 25 and Swordmaiden is dropping to 40.
There will not be a dungeon every 5 levels (10, 20, 25, 35, 40). However, if you include the adventures and shiphands, there will be group content available throughout the leveling process from pretty 6 on.
Alpha Sanctum is not a dungeon. It is a short story instance similar to the Drusera instances that are on live now.
 
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The dungeon changes are mostly aimed at the normal versions. I spoke about it at length already in this thread. If you have any other questions, let me know.
 
To clarify a bit from the articles, though:
Stormtalon is staying level 20, not becoming level 15--Kel Voreth is jumping up to 25 and Swordmaiden is dropping to 40.
There will not be a dungeon every 5 levels (10, 20, 25, 35, 40). However, if you include the adventures and shiphands, there will be group content available throughout the leveling process from pretty 6 on.
Alpha Sanctum is not a dungeon. It is a short story instance similar to the Drusera instances that are on live now.
 
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{| class="blockquote"
 
The dungeon changes are mostly aimed at the normal versions. I spoke about it at length already in this thread. If you have any other questions, let me know.
 
To clarify a bit from the articles, though:
Stormtalon is staying level 20, not becoming level 15--Kel Voreth is jumping up to 25 and Swordmaiden is dropping to 40.
There will not be a dungeon every 5 levels (10, 20, 25, 35, 40). However, if you include the adventures and shiphands, there will be group content available throughout the leveling process from pretty 6 on.
Alpha Sanctum is not a dungeon. It is a short story instance similar to the Drusera instances that are on live now.
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These changes are a mixed bag, not sure they are entirely going to help the game.
 
Stat changes. Urgh. I smell a #&*! storm on the horizon. Stats and the overly messy runecrafting system could use some streamlining. But introducing new stats like vigor is not the solution. Are they seriously expecting everyone to go chasing after all these new stats and re-rune all our gear? Personally I CBA. I don't find the endless runecrafting metagame that enjoyable in the first place.
 
Dungeons - if it means that players will feel less intimidated by them and more likely to take part, then I welcome the changes.
 
Primes - I'm on the fence about this. In some zones they are not a problem. In other zones they are definitely in the way of normal questing and challenges. I think much of the problem is that for the average player most primes are too difficult to tackle solo. They are not like the elite mobs of other MMOs, which can often be tackled with caution and skill. So unless there's someone else in the vicinity who is inclined to help, you have to just walk on by. Avoided content is failed content.
 
Sprint changes - I'm someone who sprints everywhere anyway, so it'll save my little finger from some pain. But have they really thought this through? A lot of the game is based around using sprint at the right time for jumps, avoiding telegraphs, kiting etc.
 
Housing - already one of the best features of the game anyway, so anything that further improves it can only be good.
 
Personally I'd like to see them put some effort into de-cluttering the game experience and fixing as many oustanding bugs as they can. Almost everything about Wildstar, from the UI, to the combat and gameplay mechanics, is a chaotic, cluttered, crowded, in-your face riot of information (visuals, text and sound). At its best it is fun and exciting. At its worst it is confusing, disorienting and tiring. They need to make it easier for players to customise their UI and gameplay experience so it works for them.	
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			I have to wonder how the stats changes will affect already existing gear. Since we are getting rid of the main named stats (Moxie, Brutality, etc), and since they currently have different effects depending on your class, how will the conversions work? 	
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I have to wonder how the stats changes will affect already existing gear. Since we are getting rid of the main named stats (Moxie, Brutality, etc), and since they currently have different effects depending on your class, how will the conversions work? 
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Article says all gear will be re-itemized. I'm not sure how they will decide whether or not the finesse on a piece of gear should be assault power or crit, but presumably they have some way...?
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How will the restrictions announced stop guilds from moving from other games?
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			The "always-on" sprint is a toggle, actually, so walking, running, and sprinting speed are all still available.	
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Article says all gear will be re-itemized. I'm not sure how they will decide whether or not the finesse on a piece of gear should be assault power or crit, but presumably they have some way...?
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The "always-on" sprint is a toggle, actually, so walking, running, and sprinting speed are all still available.
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how much longer are we going to have to wait for a ptr update? teasers are nice, but kind of useless.
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 it takes the F2P from F2P, will have lots trying Wildstar for the first time when F2P hits....and the first thing you see if want to keep your old community is a pay wall
 
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ok hot news HERE
 
Timetravel
Carbine Studios Staff
Posted Today, 10:23 AM
« Previous Developer Post
Demonmanu, on 25 Jun 2015 - 12:26 PM, said:
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¿ we will see more content in the next patch beside whats already been showed? (in terms of content i see alpha sanctum and new arena but not anything more and its kinda eclipsed when you compare it with drop 4 or drop 5)
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			 since im not alowed to talk about class specifics in a class forum, i guess ill repost here.is drop 6 going to have any changes to warrior rotations?more specifically...will t8 aug blade be made useful?will WW not have to be required for max single target dps?will we be seeing any changes to t4 SS like we were told oh so long ago?thank buster for the off topic-ness of this post.love making posts that will be glossed over and ignored.
			
				
	Edited June 25, 2015 by guymn999	
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As a main healer I'm reserving most judgement on the stat changes, all I can comment is at first glance I don't really like them. Maybe more details and implementation (read:beta) will change my first impression.
 
Secondly, we've all been waiting for guild plots. Why only 5 plots, and 20 permissions to edit? We want to feel like a neighborhood, not a cul de sac. The logistics in keeping my plot open to neighbors, as well as separate permissions for 20 people in my guild, who I would probably have to neighbor as well, but can't see all their plots.. I can understand a limit, as some guilds have like 400 people (that's their choice), but why not a raid number, since this game functions in 20s anyways? That way we can design plots that mesh together, and have instant access. Or is this separate area going to be the actual neighborhood, and our houses just the decoration on the outside? This was a feature I've been wanting since beta, and honestly doesn't seem to be the solution that would have taken a year to implement. 	
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As a main healer I'm reserving most judgement on the stat changes, all I can comment is at first glance I don't really like them. Maybe more details and implementation (read:beta) will change my first impression.
 
Secondly, we've all been waiting for guild plots. Why only 5 plots, and 20 permissions to edit? We want to feel like a neighborhood, not a cul de sac. The logistics in keeping my plot open to neighbors, as well as separate permissions for 20 people in my guild, who I would probably have to neighbor as well, but can't see all their plots.. I can understand a limit, as some guilds have like 400 people (that's their choice), but why not a raid number, since this game functions in 20s anyways? That way we can design plots that mesh together, and have instant access. Or is this separate area going to be the actual neighborhood, and our houses just the decoration on the outside? This was a feature I've been wanting since beta, and honestly doesn't seem to be the solution that would have taken a year to implement. 
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			After seeing Vigor...I miss J-Tal :(	
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After seeing Vigor...I miss J-Tal :(
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The "always-on" sprint is a toggle, actually, so walking, running, and sprinting speed are all still available.
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so........I saw this...
 
Are we getting more customization for our characters? Because........if those are new for only china oooooo I'mma be an angry Typrop...	
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The dungeon changes are mostly aimed at the normal versions. I spoke about it at length already in this thread. If you have any other questions, let me know.
 
To clarify a bit from the articles, though:
Stormtalon is staying level 20, not becoming level 15--Kel Voreth is jumping up to 25 and Swordmaiden is dropping to 40.
There will not be a dungeon every 5 levels (10, 20, 25, 35, 40). However, if you include the adventures and shiphands, there will be group content available throughout the leveling process pretty much from level 6 on.
Alpha Sanctum is not a dungeon. It is a short story instance similar to the Drusera instances that are on live now.
 
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vigor is actually a fun stat.
I'm anxious to see all the other ones.
i much prefer that type of stuff to plain "ap".
i believe in choice/depth/options.
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But these changes are not totally set in stone ? Hope for the sake of Wildstar you actually take into account the players feedback this time Carbine.
 
You ignored most of it in beta and look how that turned out, stopping guilds moving from others games and forming in Wildstar, with the F2P restrictions, is a BIG mistake
 
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I have some questions about how Communities will work.
 
Will the skyplots be combined into a single, seamless instance, or will they remain as they are now, but with an easy way of teleporting between parts of the community? If they are a single instance, how easily can skyplots be arranged? Can you "build across" skyplots (like building continuous roads or bridges) , or will the boundaries remain enforced?
 
If they are all single map, will the item limit be per skyplot, or per Community?
 
Will joining skyplots together clear out the decor currently on them? 
 
How will music and skyboxes work?
 
Do you need 5 people to build a community, or can you form smaller ones?
 
...I'm sorry I'm just... So excited! SO MANY IDEAS!	
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Except... we already have a bunch of AMPs that basically do this. Espers and Stalkers get pretty sizeable buffs to moxie and brut when >70% health.
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			Oh, can you build all your alts into a community to make one giant plot?  or is it going to be a community in the middle with "bridges" connecting them, and can you place stuff across the bridges or just see them in the distance.  Sort of like you see currently when you go and see the "fake" plots hanging around.	
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remember things start slowly, we had 300 max decors first, then 1k, now we are arising into 2k. so maybe they will try to go into 5 first then probe their luck on 10 without lagging and in some future we will see 20
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to moving Prime monsters — those mega group bosses — to their own lairs on the edges of maps so that players don’t unexpectedly roll into them while dodging regular mobs.
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another piece of TT minileaking 
 	Timetravel
Carbine Studios Staff
Posted Today, 12:20 PM
« Previous Developer Post
Orrestes, on 25 Jun 2015 - 2:43 PM, said:
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1 - Will the next raid tier make it into the f2p drop?  
2 - If new tier of raids coming out every 18 months, how is the longetivity of raiding going to be able to be sustained?  
3 - What are the future raids and plans?  The community speculates on Redmoon Terror, Everpool, Eldan Core(forgot the name), are there any others for future plans?  
4 - How will the artifact weapon be handled for future raids?  
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Those screenshots of the new zones look pretty cool. Cryo-Plex seems like an interesting change of pace from the "traditional" Eldan or Strain-infested maps, and whatever that zone is with the Pell looks pretty neat.
 
I'm always up for seeing more of what the Eldan made.	
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I know my thoughts are probably not really shared by most, but feedback is feedback :)
 
Stat changes: Makes me sad because it removes a lot of tiny flavor from each class. You gotta have a bit of finesse to handle guns, you gotta be chock full of moxie to head into battle against giant mechs and poisonous wildlife using only your mind as your weapon! Medics know how to put technology to use to inflict pain on their foes... these things make me smile while starting up alts, getting used to the feel and flavor of the class. Guess that'll be gone.
 
Neighborhoods: Oh man this sounds amazing. I'm immediately struck with the thought of all the sweet "city" plots I've seen, and how great it'd be to have a massive multi-plot city put together. Will other players outside of the neighborhood be able to visit? I'm wondering how you get around each plot. Catwalks? Tunnels? I hope the item limit is the max per plot, and not the current max per the ENTIRE neighborhood. That'd suck D:
 
Moving Primes: This bums me out. I enjoyed challenging myself while questing. I enjoy the perils of the unknown wilds. I enjoy teaming up with a buddy to kill stuff while we're questing, or even a random fellow player. That moment when you're on a quest and someone stops near a Prime and you stop too. And you can feel yourselves glancing over at the other questioningly...then you both jump into action to take on the Prime, not a word passing between you, just the thirst for battle expressed somehow through the internet. Guess that'll be gone once they're shuttled off to the random edges. Will group bosses be affected? I hope not.
 
Character customization: As mentioned with a screenshot earlier, PLEASE move over some of the Dominion hairs and faces over to the exiles and vice versa. And please fix the "squint" slider on males, it doesn't work. New options too, please? Options are king in the land of character customization in MMOs, so I'm sure that would bring in more players.
 
Since TT commented saying the level 15 Stormtalon isn't true, I guess I won't worry about it. I will comment though to say I worry when they change levels of things around because I like that dungeon unlocks flowed with questing (depending on faction) a lot of times, and that it made sense lore-wise. When you add things earlier, or mix things up later, it throws off the storyline and established lore. I know a lot of people don't care about lore, but I do, and it's a big part of the flavor of wildstar for me. So I hope when/if you mix things up, you give it an explanation in the story.
 
 
Oh and if you guys are changing everything up, can we have Sadie come back as a spy who faked her death and infiltrated the Dominion or something? 'Cause that storyline would be awesome. I mean, if you're changing stuff anyway...	
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{| class="blockquote"
so........I saw this...
 
Are we getting more customization for our characters? Because........if those are new for only china oooooo I'mma be an angry Typrop...
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{| class="blockquote"
I'd already created a thread about it in the dungeon forums, but I guess I'll reiterate my thoughts here on the dungeon changes...
 
It seems Carbine has completely forgotten that adventures exist. :/ And with unlocking dungeons every 5 levels, how in the world is that going to mean we'll have "dungeon" content all the way to cap? Unless they're adding a heck of a lot more...?
----
			
dont care about the face i want these 
 
 
that mini phage maw must be mine MUST BE MINE!!	
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u__________u
 
Apart from free-to-play business model, the Wildstar Chinese Version will add much exclusive contents, including new facial appearance, panda armor, panda mechanical mount and also 22 brand-new pets. According to the announcement, more and more Chinese elements are coming soon.	
----
			
{| class="blockquote"
ADVENTURE TIME please!!!!!!!!!!!!!!!!!!!!!! There is already a thread going about making Dungeons more friendly for casuals..... yet you diss adventures and bring in more Dungeons????
----
			
{| class="blockquote"
u__________u
 
Apart from free-to-play business model, the Wildstar Chinese Version will add much exclusive contents, including new facial appearance, panda armor, panda mechanical mount and also 22 brand-new pets. According to the announcement, more and more Chinese elements are coming soon.
----
			
{| class="blockquote"
u__________u
 
Apart from free-to-play business model, the Wildstar Chinese Version will add much exclusive contents, including new facial appearance, panda armor, panda mechanical mount and also 22 brand-new pets. According to the announcement, more and more Chinese elements are coming soon.
----
			
{| class="blockquote"
I don't really have a problem with exclusive items for a different region/market. Games do it all the time, and we'll end up with our own stuff too. 
----
			yeah but gaming sites got wrong the "stormtalon to lvl 15" and "sprintforever" maybe this one is another of their misunderstandings	
----
			Please please please please please tell me we get tiny pets. I need them! That tiny trask...oh my heart!! PLEASE!!! :wub:	
----
			
I BRING GOOD NEWS TOWNFOLK PEASANTS
 
https://twitter.com/TisCaydiem/with_replies
 
caydiem reported that the cute pets on china release arent just for china so dont worry 
 
Kristen DeMeza ‏@TisCaydiem  8 minHace 8 minutosVer traducción
@jeremieldridge @Jazzy_Gaming Wait until you guys see them in motion. (And don't worry, those fellas aren't just for China.)	
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{| class="blockquote"
I BRING GOOD NEWS TOWNFOLK PEASANTS
 
https://twitter.com/TisCaydiem/with_replies
 
caydiem reported that the cute pets on china release arent just for china so dont worry 
 
Kristen DeMeza ‏@TisCaydiem  8 minHace 8 minutosVer traducción
@jeremieldridge @Jazzy_Gaming Wait until you guys see them in motion. (And don't worry, those fellas aren't just for China.)
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{| class="blockquote"
\o/ it's something! but what about the ressstttttttt? I need to look cute with asian eyes and panda outfit/mount and such! 
I never quite understood the excluding things for certain regions behaviour.  
 
 
----
			
I'm relieved to read the pets won't be exclusive, but as someone who spent the last three days struggling to get a human female face to look as I wanted (why can't mouth be separate from the entire lower jaw?!) I gotta add my plea to the choir asking for new faces coming here too. And the fact that human exile female has the dominion ponytail - come on dudes, bring that over here. Bald style for mordesh female? Why not for all of the females as well, crosscountry? Come on dudes. D: Let exclusives be for cons or giveaways, but just basic content ingame...bring that here man. New hairstyles and faces haven't been added in ages. Give EU/NA some too, please!
 
Look at the fact other MMOs who shall remain nameless have plenty of chinese(and japanese) flavored faces and hairstyles as well as clothing and armor in their games, and this has massive appeal in the western market. If you brought that stuff here it could only be positive for the game.
 
Sorry to sound so desperate, but I have been craving new hairstyles and faces for quite some time now. I keep hoping every drop. If you guys have this stuff already made up, why not patch it into our world too?	
----
			I like pretty much all of what I am reading. As for the stat revamp, that's something you just have to experience ingame. Vigor could either be great or horrible, but you just can't know it without ingame testing. Also, since there are several secondary stats and the intend is to allow diffent build, like Life Leech, Crit, Vigor, etc. I wouldn't *cupcake* about it now. Your DPS is lower when maxing out vigor? Either avoid more telegraphs, have a dedicated healer for you or choose another stats, like crit. It also sounds like a DPS push for tanks, as they basically have to be topped off anyways all the time.	
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{| class="blockquote"
I don't really have a problem with exclusive items for a different region/market. Games do it all the time, and we'll end up with our own stuff too. 
----
			
{| class="blockquote"
I have a huge problem with it. It is one thing to have different pay models and handling of content in the sense of cultural sensitivities and practices(such as the way in which enchanting is different).
Game content like facial customization, pets, hairstyles, and anything else that is a gameplay element or graphical asset should never be exclusive to one region. You actually harm your playerbase by doing so, but you have nothing to lose by being rid of that exclusiveness and I don't know of any decent game that makes content outside of regional promotions(keyword) region exclusive. I'm actually frightened that you'd be fine with that...
 
That art showcasing female human exile wearing what is currently a cassian only style has actually been something people have asked for since the beginning and I will be furious if that is China only along with any other customization. I'll wait for details, but may whatever gods have mercy on Carbines souls if they locked that stuff to China...
----
			
Some informed guesses about the new Neighbourhood feature, drawing from Carbine replies in the past:
 
1. 5 plots, each with their own decor limit (currently 1k inside, 1k outside, so you could plan a neighbourhood that would total 10k decor, spread evenly... could have a uniform city exterior across the plots, while each plot's house plug could serve some function like bar, shop, study, clinic, prison)
 
2. Travel between plots will be seamless (no gates or teleporters), thus visitors should feel like they're on one giant plot
 
3. Music and sky will change when you enter a new plot within the neighbourhood (guess is based on current similar situations inside housing plugs, where moving from one room to another causes light/music changes without the need for any visual barrier or gate, etc.)
 
4. You will be able to make your own neighbourhood using only your alts
 
 
Responses 2 and 4 are actually from the horse's mouth, but they're also nine month old information. Which means they might not work as I've stated here... but since that's what Carbine was working on back in September, and since they seem like good ideas, I think it'll happen.
 
So yea—  don't start celebrating just yet, but I believe the housing neighbourhoods will be a big hit, so long as PCs can sustain the graphical load. ^_^
			
				
	Edited June 25, 2015 by EsperXIV	
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{| class="blockquote"
But this is done *all* the time. Look at WoW or ArcheAge or Black Desert... these multi-territory games (and others, obvs). Heck, Nissan sells cars here they don't sell overseas and vice-versa. And Ford. And all of them!  It all is about tweaking to appeal to a certain market or region that will respond... it's a hook to get them in.
 
I understand the desire to have it all, believe me, but I just feel like folks think this is unprecedented but it isn't.
----
			https://imgur.com/a/TDsYr think Carbine have a third party doing all this...or is that our missed holiday events I'm looking at	
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about pets we know already they will be in NA and EU as i said in my last post here by a tweet from caydiem
 
now the second tweet when i asked if the other stuff (panda mount, faces, gear) will be in NA/EU too, here its the answer
 
Kristen DeMeza‏@TisCaydiem
@manuchaudemon @jeremieldridge @Jazzy_Gaming More info will be coming on that. Don't worry, we know you guys want 'em. :)
 
seems like a yes so stop fighting
			
				
	Edited June 26, 2015 by Demonmanu	
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{| class="blockquote"
I didn't read the whole thread so forgive me if someone has already said
 
PLEASE NO WITH THE ALWAYS ON SPRINT.
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I didn't read the whole thread so forgive me if someone has already said
 
PLEASE NO WITH THE ALWAYS ON SPRINT.	
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Some more questions about the neighbourhoods:
 
1. Are there going to be any changes to crate size/access? Making a neighbourhood with all alts could be cumbersome if we have to switch between characters frequently while building. A global megacrate that grows when a new alt reaches 14 would be amazing (2k, 4k, 6k, etc)
 
2. What is the planned plot formation? Five players suggests a  +  arrangement to me right now, which means we're working with a central hub plot (for many players I figure this would be their current plot). This is actually the biggest question for me right now, as I can do a lot of planning well before launch with this small bit of info. :D
 
3. Would love clarification for this:
 
"A neighborhood is a mega housing island consisting of five plots as well as communal space that players can decorate and hang out in".
 
I'm hoping for a large irregular circle with a + arrangement of plots, which case this 'communcal space' would be the wedge-shaped unoccupied corners. :wub:	
----
			
Just noticed the China thing, so allow me to take a detour.
 
{| class="blockquote"
 
Sorry to sound so desperate, but I have been craving new hairstyles and faces for quite some time now. I keep hoping every drop. If you guys have this stuff already made up, why not patch it into our world too?
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{| class="blockquote"
​Moving the Prime-Mobs (are those the Normal Mobs with higher health, a few tricky spells and 2 Interrupt armor or the Group bosses with separate quests) ​                   If Normal mobs... -> I don't know how to feel about it. It will probably relieve a lot of frustration from new players that die against them. (Which could result in a bigger community, less rage quits)
                         however, those mobs also teach the new players to pull carefully and be aware of their surroundings. A big red skull above their head would do a better job in that case. 
 
                   If Group bosses -> Good idea, not necessary though
----
			
Neighborhoods sound great but they raise some questions, namely:
The communal area, will it be a free for all or will it be more structured like FabKit placements only? Will there be specific areas only one player can decorate or can a single person over night decorate the whole thing?  (I'm thinking about my time on minecraft open servers here where creative differences can cause tears and lava being poured into structures lol.)
What happens if there is a neighbor falling out? Once a neighborhood is made will players have the option of removing themselves from that group if situations become unreasonable for them? If they can remove themselves from a neighborhood what will happen to their things/section in the communal area (if a new person will replace them will that be able to edit out the previous person's items on the communal area)
Will you see the other plots around the shared zone? Or will the shared zone be treated like a new plot we zone into? 
Will those who are not in the neighborhood still be called neighbors? 
Could your alts form a neighborhood? Can you imagine the creative lengths players will go to theme a whole neighborhood! 
 
I do love the idea of neighborhoods and the possibilities are endless it appears right now.
 
EDIT: Also agree to everything Phyzix has to say about prime mobs above ^^^ My feedback on that is I want players to still have to be cautious and think about pulling instead of steamrolling through the zones, but the red was un-immersive for me too. I think make them look more supreme by giving them a fancier name plate (make that stand out more then the actual mob.) I don't want them gone completely because I enjoy the challenge they bring to the areas, just pepper them around a bit more if there is that much of a QQ fest about them but please don't delete them completely.
			
				
	Edited June 26, 2015 by KibbIes	
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Feedback
- Group housing will be awesome.  Can the best darn housing in MMO land get even... bester?  Apparently so!
 
- Personally I never found Prime mobs to get in the way (except for a few rare cases where they were close to some mandatory objective).  I preferred seeing them scattered among the normal mobs so I could pick one off if I wanted to, as opposed to having to go to a special red area.  Minor thing though, it's cool either way.
 
- I think I like the sprinting out of combat.  Being faster is always cool (hoverboarding is a lot more fun on sprint) and I won't miss having to mash the Shift key down for long distance running.  I will miss deliberately speeding up for a wicked hoverboard jump, though.
 
- I'm down with the idea of spreading out dungeons.  One of my complaints was that you couldn't effectively level via instances.  Now you can.  Fancy that!
 
- The ability to choose your tutorial is a remarkably simple but good idea.  I'm surprised more games don't do that.
 
- One thing Wildstar didn't do super well was with its armour visuals. The Path costumes were great but a lot of the normal ones looked kinda abstract and random.  Looking forward to new armour pieces that actually look like things :-)
 
- I'm indifferent on the stat changing.  I wasn't married to the old system and I'm keeping an open mind on the new.  Neutral!
 
- Interesting about a navigation system.  Didn't know Wildstar needed one but I'm curious to see what it is.	
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{| class="blockquote"
Various quality-of-life improvements have also been implemented, from an always-on sprint (outside of combat)
----
			
{| class="blockquote"
DO NOT
Im saying this loud and clear Carbine DO NOT CUPCAKING DO THIS.
 
You have freaking idea how absolutely irritating this is to have a full speed run outside of combat only to be dropped down into a slow mode when you're in combat.
This is annoying as hell in TERA. TERA does exactly this, except you have no real sprinting option and its irritating.
Especially how in WildStar we use sprint so much as a way to evade mobs.
 
----
			
Throwing my opinion in the thread that already exists; Regarding stat Names
 
I think one of the things that I always enjoyed about Wildstar Prime stats was that they had such unique names, as opposed to the standard intellect, strength, stamina, etc you see in most mmos.
 
Moxie, Finesse, Brutality, Technology, Grit. These are all cool sounding, sci fi sounding, and just very Wildstar sounding stat names. I realize this might be a silly complaint but, I will be really upset to see these go.
 
If you re-do the stats that's fine, but please keep the cool names. You can standardize some things (like how technology is always for tanks, insight is always for healers) to make it easier to understand, but please dont remove our cool names. I dont want to see just "Attack, Support, Shield, Health" that's borning. Sincerely.
 
just my .02
			
				
	Edited June 26, 2015 by Kezra	
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Feedback on dungeon difficulty:
 
They are currently very frustrating for new players (and experienced players that get grouped with new players...). I've been leveling an alt and notice I am most often grouped with new players who literally bang their heads against KV and STL.
 
Yes finally getting that boss down after 10 wipes is fun and No it's not fun when your group disbands and you quit the game on a failure.
 
It doesn't help that there is no HINT of help when it comes to strategies and some phases are downright ridiculous (e.g. dodging flying sawdiscs in KV is ridiculously unforgiving).
 
I do not want reduced boss difficulty as I enjoy them greatly but some HINTS on strategy along the way would be nice as currently I'm considering macro'ing the whole 5 min explanation I do each time we face a new boss. Having a respawn in front of the boss on a wipe would also save a lot of time. An option for repairing on the spot would also be welcome if you intend to have that raid-level difficulty on fight mechanics.
 
NB: new DPSers do a horrible job at interrupting. It should be second nature by lvl 20 but obviously the game is not hammering it inside players skull enough.	
----
			It looks like I will be rewarded for being an idiot, I quit playing Wildstar a couple weeks after launch but somehow forgot to cancel my subscription and it looks like I will be getting a mount for it. Most expensive mount ever.	
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I don't understand the reasoning by stripping out all the stats.
Why? What's the point of stripping out all the stats and going with ultra simplified designs?
whats wrong with the moxie, finesse, tech, ect?
 
Why is this change being implimented?	
----
			I really, really hope the sprinting thing is just unlimited sprinting out of combat. By making this "always on" or a toggle will really make it awkward as heck in combat. How are new people supposed to know you can sprint in combat when it's on all the time out of combat? If you want to make it a toggle.. please allow people to not use the toggle and just press shift like normal.	
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			why even have unlimited sprinting... just increase base mount speed if you're worried about movespeed	
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{| class="blockquote"
 
why even have unlimited sprinting... just increase base mount speed if you're worried about movespeed
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With f2p they are changing a bunch of things including sprint. Why do they think it'd be a good idea to make characters fly around at high speeds all the time, what if you want to jog along? 
 
The sprint feature was a unique feature and if they change it, it will possibly ruin the game for me. I don't want to have to suddenly hold the shift key when I aggro some mob running through an area.. And it makes no sense to have unlimited endurance just because you're not in combat! We already have mounts that move faster and can sprint to go super fast. How are you supposed to maneuver and time jumps properly when you're exploring if your character is moving too fast all the time. Out of all the things, there is no need to change this mechanic so drastically.
 
I don't know if I'll be playing MMOs in the future because devs always change things that work because they think they are making the game more "accessible"
Out of touch with the real issues.
			
				
	Edited June 26, 2015 by ambientblue	
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The more I read
 
Wildstar losing it's identity.....it's going to become just another F2P game that no one cares about...even us 	
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I'm absolutely loving this change, makes no sense to have your little finger pressed 24/7 out of combat. Sprint should be situational and limited only for combat purposes.
 
I don't mind if they make it a toggle or remove it completely out of combat giving you sprint speek 100% of the time, but it's a very nice QoL change.	
----
			Its not pressed 24/7. You cant sprint all of the time and its one of the unique movement mechanics of the game. How are you supposed to scale cliffs while always sprinting. It also doesn't make sense to have unlimited sprint because of endurance. Its fun to charge at enemies with sprint and attack, itll be weird if you are always sprinting then get into combat and suddenly have to use the shift key to get back to the "normal" movement speed.Itll be like other games that reduce movement speed when in combat which is annoying. Why the hell should you be slower just because you have the aggro of a mob. I don't mind if they make it toggle-able or hold the key down, and increase endurance when out of combat. It shouldn't be the only option when out of combat and it shouldn't be unlimited. You have mounts, which can also sprint. There is no need to scale back the movement mechanics to make things "accessible" for people who don't want to PLAY the game. It works the way it is.	
----
			Agreed, sprint changes are LAME. I like to be able to sprint when I want to, and you shouldn't be able to sprint like your lungs are super-powered.	
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{| class="blockquote"
I'm absolutely loving this change, makes no sense to have your little finger pressed 24/7 out of combat. Sprint should be situational and limited only for combat purposes.
 
I don't mind if they make it a toggle or remove it completely out of combat giving you sprint speek 100% of the time, but it's a very nice QoL change.
----
			I'm hoping it's just an issue of incomplete information. I would love to have nearly infinite sprint, but it only when using the sprint key. Having it just always on would make sprint just feel strange when it suddenly kicked off in combat.	
----
			
{| class="blockquote"
Having it just always on would make sprint just feel strange when it suddenly kicked off in combat.
----
			
It's weird how people don't want this QoL change just because it would "feel weird". As FranBunny said, this feature is in TERA from the start. I don't find it the least weird though. Maybe I just like running fast out of combat instead of running slow all the time to not have the "weird feeling"...
 
I saw that the game devs really like making you hold buttons: hold button to move camera, hold button to cast, hold button to sprint. I'm ok with holding a button to _charge_ a cast, but keeping buttons pressed 24/7 is just plain bad. At least they are reducing some of the bad system designs.	
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{| class="blockquote"
No, it's a ridiculously awful change.
And anyone who's ever played TERA will know how irritating it is to get your speed cut when your randomly agro mobs.
Having sprint up 100% of the time out of combat devalues sprinting, and devalues movement speed in general, and it devalues the usage of mounts.
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The only good thing i see: Housing and Dungeons Changes.
 
The rest are shitty changes nobody asked for, you did a stat change not long ago and it works great, now you want to change everything again?
 
Infest yor time in something usefull, like the new raid... or in the pvp...
			
				
	Edited June 26, 2015 by Brain Woodstock	
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			I want the sprint function to stay as it is because it is an important part of Katia Racer's race track. Speed control is very important to manage the hard paths.	
----
			Oh gosh, can we please get an option to keep the default sprint? I really love being able to choose when to sprint, and I'm the kind of person who likes to jog everywhere. If I can only choose sprinting and walking it will most certainly ruin my immersion in the world. 	
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{| class="blockquote"
Well, it's a matter of opinions I guess. Personally, I don't think having to continuously press shift while going from AH to rune station in Illium adds anything at all to the gameplay.
 
If you aggro one mob and you get slowed, press shift, problem gone.
 
Solution: Make it optional, everyone happy.
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{| class="blockquote"
Oh gosh, can we please get an option to keep the default sprint? I really love being able to choose when to sprint, and I'm the kind of person who likes to jog everywhere. If I can only choose sprinting and walking it will most certainly ruin my immersion in the world. 
----
			
{| class="blockquote"
That's not how this system is going to work.
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{| class="blockquote"
Well, enlighten me then.
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{| class="blockquote"
I'm hoping it's just an issue of incomplete information. I would love to have nearly infinite sprint, but it only when using the sprint key. Having it just always on would make sprint just feel strange when it suddenly kicked off in combat.
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{| class="blockquote"
If you read the post,
 
Meaning as long as your character is not engaged in combat, you will be sprinting.
Infinate endless sprint.
 
And if you get into combat only then will sprinting work as it does now, with resource bar.
 
So if someone choses the option to have the system stay as it is vs someone who utilizes the new change, the person using a the old system will have limited out if combat sprint, where as someone using the new one would have infinate sprint.
 
Edit: GW2 does this same in combat slowdown as well, but to a much less noticable degree.
 
For WildStar, obviously this would be incredibly noticeable getting knocked out of your always on sprint.
Uploading video examples atm.
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{| class="blockquote"
Well, precisely my point.
 
If people want to use the shift key to sprint, best solution is to let them do it with unlimited endurance out of combat (as opposed to perma-sprint via toggle). Then they will have the choice of when to sprint and when not to.
 
I don't think sprint serves any purpose out of combat, there's no point in having to manage a resource when you're just trying to get from one point to another outside any kind of combat. I'm completely fine if this perma-sprinting toggle only worked while mounted. But then again, that's only my opinion.
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{| class="blockquote"
Well, precisely my point.
 
If people want to use the shift key to sprint, best solution is to let them do it with unlimited endurance out of combat (as opposed to perma-sprint via toggle). Then they will have the choice of when to sprint and when not to.
 
I don't think sprint serves any purpose out of combat, there's no point in having to manage a resource when you're just trying to get from one point to another outside any kind of combat. I'm completely fine if this perma-sprinting toggle only worked while mounted. But then again, that's only my opinion.
----
			
I linked these posts to a friend of mine that's looking to play wildstar when it goes F2P
 	
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{| class="blockquote"
Video ExamplesTERA
https://www.youtube....h?v=bGArYfZspWk
 
Guild Wars 2
https://www.youtube....h?v=GmJ5Rae-QNw 
 
----
			Yeah. There are a lot of changes that are unnecessary. Going to free-to-play does not require overhauling the main mechanics and difficulty of the game. Minor tweaks would be better and focus on new content instead of messing with the stuff that works fine as is! Devs need to work with the community that actually plays their game NOW	
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{| class="blockquote"
If this is the issue not to allow perma-sprint as a toggle, I personally don't find it as bad as people are saying tbh. And I can't see why perma-sprint would devaluate mounts at all.
 
Normalize then the mounted speed, get rid of mounted sprint out of combat and make sprint a combat only resource, this way you won't feel slowed down when entering combat.
 
Again, my concern is that endurance management serves no purpose outside combat (apart from racing, I guess), there's absolutely no reason of having to wait for the endurance bar to fill up while running around in Illium/Thayd.
----
			@FranBunny, what part of, in my PERSONAL opinion, I don't see a problem with that are you missing?	
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Note, I am totally fine with the idea that making the Shift button a "Toggle"
Press and go and it will use your sprint meter up, that's fine.
 
But infinite sprint, please don't.
 
You're going to sacrifice your normal walk animations, and combat fluidity for this.	
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{| class="blockquote"
@FranBunny, what part of, in my PERSONAL opinion, I don't see a problem with that are you missing?
----
			
So basically, you're fine with it being a toggle, I am too. The only difference is that you seem to find some purpose in endurance bar outside combat while I don't.
 
Endless sprint, endurance popping up when you enter combat. See any problem with that? Movement 'fluidness' would stay the same.	
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{| class="blockquote"
@FranBunny, what part of, in my PERSONAL opinion, I don't see a problem with that are you missing?
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{| class="blockquote"
So basically, you're fine with it being a toggle, I am too. The only difference is that you seem to find some purpose in endurance bar outside combat while I don't.
 
Endless sprint, endurance popping up when you enter combat. See any problem with that? Movement 'fluidness' would stay the same.
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I think I'm not making myself clear. What I say propose is keeping the system as it is now, only difference being unlimited endurance out of combat.
 
Because, in my opinion, endurance serves no purpose out of combat, while sprinting might do.	
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{| class="blockquote"
What I say propose is keeping the system as it is now, only difference being unlimited endurance out of combat.
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They should just make auto sprint like this:
 
When auto sprint is on, your character automatically starts sprinting as soon as the gauge is filled until it's empty while out of combat. No need to press the button manually, but you still can't sprint forever. 
 
When auto sprint is off it works like it does now. Instead of automatically sprinting your character only sprints when you press a button.
 
Bam. What exactly would be bad about this?	
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{| class="blockquote"
They should just make auto sprint like this:
 
When auto sprint is on, your character automatically starts sprinting as soon as the gauge is filled until it's empty while out of combat. No need to press the button manually, but you still can't sprint forever. 
 
When auto sprint is off it works like it does now. Instead of automatically sprinting your character only sprints when you press a button.
 
Bam. What exactly would be bad about this?
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{| class="blockquote"
Nothing's bad about that.
That's an acceptable change if someone wants to utilize it.
Basically that's just a autofire macro.
----
			
{| class="blockquote"
And that's acutally how I thought this would work. Toggleable auto sprint. Not perma sprint. 
 
Confirmation please? :0
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{| class="blockquote"
I think perhaps that's what Caydiem was pointing at, but the article kinda says something that counteracts that statement.
 
So yeah, clarification is needed.
----
			While I don't to see that much of a problem myself. I respect others views, I guess we'll have to suck it and see until it's on the ptr.	
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{| class="blockquote"
Agreed, I'd like some clarification as well. It sounds like you'll press a button to turn on sprint when you're outside of combat (I'm thinking of TSW here) and then the mechanics will stay as they are when you're inside of combat.
 
I guess that's one way to get around the crazy slow mounts without actually increasing mount speed.
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Well since everyone is allowed to state his/her opinion, i want to as well.First of all the housing is a good idea! Getting more social with your guild is a big thing and probably appreciated by many players well done carbine! Stat changes: Is that really the main problem? I mean i don't care thaaat much about stats getting changed but dumbing things down for people who don't want to read?... are you serious carbine? What's next? Dumbing down rotation because people don't want to press buttons? So in 2 Patches we only need to press 1 to do 50k dps and evade all telegraphs?I quitted WoW because it started to please the casuals more and more because money was more important than having a fun game, you know what was the result? Losing most of the player base in a month or two. And i thought carbine doesn't wanted to be like blizzard but now you do the exact same thing, just for money you sell yourself to the casuals. You guys promised to develope a challenging game, a hard but FAIR game, where you are rewarded for your skill, not for pressing mindlessly buttons, but now you want to do exactly that.
That's why people are upset! It's not about changes or class balances or things like that, it's about you guys promising things you don't give a f*** about now. Now you start to please the casuals as well. You want to help people who are too dumb to mouseover a stat to see what it does. Well played carbine, well played....
I don't want to play World of Wildstar. I rather have flaws but a challenging and skillbased game then a game where dps is completly RNG based and the devs don't even give a f*** anymore about their hardcore gamers. You can't please everyone but you promised not to be like wow and now you are changing to become WoW2
 
https://www.youtube.com/watch?v=YbItL4qcugk <- that was your promise carbine and you guys promised you would listen....hardcore... yeah right...
 
Well i don't really care if people disagree and say: well but that will bring more People =B I don't care. It's not about having more players it's about having players who thrive to obtain a certain lvl of skill to see the hard content! 	
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I personally am very disappointed with the stats reworking.
 
After all that time learning and playing, it's a slap in the face for the type of game WildStar is and its players.
It's not even that complex or unique of a system, but it is at least interesting.
 
I agree with the post above me for the most part.
I really don't want to see WildStar fall to the casual ploy and lose its unique feel and design, and interesting appeal.
 
The big problem with wildstar now isn't that it's too complex or difficult, its that the game is pay to play.
 
I think Carbine is really over reacting and over doing it with a lot of these changes.
 
Carbine staff: http://www.reddit.com/r/WildStar/comments/3b2ifa/massivelyop_wildstar_is_adding_much_more_than_f2p/
 
Read the responses to the stats system changes here.
You really need to see this.
			
				
	Edited June 26, 2015 by FranBunnyFFXII	
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I would add that the naming changes in regard to stats is a good move forward. For so long I had a printed chart out on the desk with a break down of stats for different builds and toons. It was a strange concept given that the meaning of the words in current play, Moxie and such don't have any meaning, hence you have to teach everyone what the stats and meanings are. A pointless exercise that only seeks to complicate a system purely for the sake of complication.
 
Id think it will impact greatly on how we currently read stats, but since the remainder of the players are all such wonderful theory crafters, they should NOT have any issue in making use of the new names. New players will never know the difference in the stats names and be very thankful that its one less thing one needs to focus on in WS. Save the attention for learning the mass of other things the game has on offer.
 
Run speed change... storm in a thimble, such a massive reaction. I for one will be thanked by my often cramped pinkie who' s job it is to constant keep the sprint button working at max. I will save any further complaining or thanking until i've used it :)
			
				
	Edited June 26, 2015 by LordJJag	
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Well definitely a mixed response to the changes. I was upset at first as well. It was one of the first things I loved about Wildstar.
 
But after giving it some thought I like the idea of the secondary stats. With only AP or SP to worry about on an item, wouldn't it make gearing up easier?
 
I know there would be more competition for items but how many times have items dropped with the wrong stat on them.	
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{| class="blockquote"
I would add that the naming changes in regard to stats is a good move forward. For so long I had a printed chart out on the desk with a break down of stats for different builds and toons. It was a strange concept given that the meaning of the words in current play, Moxie and such don't have any meaning, hence you have to teach everyone what the stats and meanings are. A pointless exercise that only seeks to complicate a system purely for the sake of complication.
 
Id think it will impact greatly on how we currently read stats, but since the remainder of the players are all such wonderful theory crafters, they should NOT have any issue in making use of the new names. New players will never know the difference in the stats names and be very thankful that its one less thing one needs to focus on in WS. Save the attention for learning the mass of other things the game has on offer.
 
Run speed change... storm in a thimble, such a massive reaction. I for one will be thanked by my often cramped pinkie who' s job it is to constant keep the sprint button working at max. I will save any further complaining or thanking until i've used it :)
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{| class="blockquote"
I for one will be thanked by my often cramped pinkie who' s job it is to constant keep the sprint button working at max. I will save any further complaining or thanking until i've used it :)
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{| class="blockquote"
I would add that the naming changes in regard to stats is a good move forward. For so long I had a printed chart out on the desk with a break down of stats for different builds and toons. It was a strange concept given that the meaning of the words in current play, Moxie and such don't have any meaning, hence you have to teach everyone what the stats and meanings are. A pointless exercise that only seeks to complicate a system purely for the sake of complication.
 
Id think it will impact greatly on how we currently read stats, but since the remainder of the players are all such wonderful theory crafters, they should NOT have any issue in making use of the new names. New players will never know the difference in the stats names and be very thankful that its one less thing one needs to focus on in WS. Save the attention for learning the mass of other things the game has on offer.
 
Run speed change... storm in a thimble, such a massive reaction. I for one will be thanked by my often cramped pinkie who' s job it is to constant keep the sprint button working at max. I will save any further complaining or thanking until i've used it :)
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{| class="blockquote"
I'm with you on this one.
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