147284-dear-carbine-a-small-list-of-qol-improvements

== Content ==
			Carbine,I love WIldstar, and as a returning F2P player, I've become accustomed once more to the ins and outs of your questing, PvP, and Dungeon experiences since I took a hiatus back in mid-2014.  That being said, there were a few things that happened along the way of leveling alts or new mains that I wanted to bring up, and hopefully gauge community reactions and, if possible some of yours as well.  While I don't expect a Dev to chime in and give direct input, it would definitely be welcome.  That being said, here's what I came up with. Questing/Path Questing1. T/G (Objective Ability) Quests - While these have been a staple of Wildstar since launch, I have to say that they're increasingly frustrating combined with arbitrary CDs on some abilities compared to others.  Leveling is definitely much faster than it was a year ago thanks to higher XP per quest, but the 7-15 second waits between mobs on a large number of these quests, purely because the item was on CD was incredibly frustrating.  This was and still is compounded by the fact that many Path quests share the same set up, so my only suggestion is that you remove the CDs on these items entirely.  If a player wants to and is able to pull multiple mobs that trigger aggro based on these items, they should be allowed to, especially if they're going back at 50 to knock these out.  The CD didn't make sense a year ago, and it doesn't make sense now, even for RP purposes. 2. Holdouts - Why on earth some of these take longer than others is beyond me, but I had several while leveling my Medics that seemed to go on forrever and ever, and while I understand they're part of the Solider path for a reason, a number of them seemed to be based on a pre-existing time limit rather than how fast I could kill the waves.  Yes, they're 3-5 min a piece, but those 3-5 minutes add up over 30 levels of Path XP.   In fact, I had several where I killed 12+ waves of enemies (bug?) because the timer still wasn't finished counting down, and standing around uselessly killing the mobs who wouldn't drop loot anyway was more annoying than engaging.  My only suggestion would be to make every single holdout a "Kill X waves" of enemies and have them spawn faster based on the speed at which they're killed.  Shrink the time it takes to complete them, and make the world of Nexus a better place. PvP1. Prestige - The double prestige weekend was a God-send for gearing up, and in my opinion, should have remained permanent.  With gear being the number one factor in who's going to win most likely in the many 1v1 or 5v5 scenarios that happen on the objectives across each battleground, the gear gap could and should shrink much faster between teams by allowing each player to accumulate prestige that much faster  I understand Runing is expensive and can also be a separator between squishiness and survivability, but in my opinion, that should be the only barrier.  Playing game after game in what might as well be tissue paper isn't fun, nor is it engaging in the slightest.  I can and have made friends for grouping in BGs, but that doesn't solve my issue if I'm still a handicap to the team in my Ilvl 65 Blues that'll easily take 30+ games to Imbue to a competitive level.   These games can easily take 15-20 min per.  That's a very long time of being "useless" to your team, when despite solid objective play, any number of stalkers, Warriors, Espers, or Spellslingers can and will casually stroll over to 2-shot you.  
			
				
	Edited November 20, 2015 by Macloud	
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Id like to see more of an effort made on the guild UI. 
I want to be able to see where members are at any given time. Things like that encourage conversation rather than just having a list of who's online. 
I'd also like to see player achievements being announced in guild chat..again it helps start conversations in gchat and encourages players to take on extra content simply for guild regonition from the gchat announcement.	
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2. Holdouts - Why on earth some of these take longer than others is beyond me, but I had several while leveling my Medics that seemed to go on forrever and ever, and while I understand they're part of the Solider path for a reason, a number of them seemed to be based on a pre-existing time limit than how fast I could kill the waves.  Yes, they're 3-5 min a piece, but those 3-5 minutes add up over 30 levels of Path XP.   In fact, I had several where I killed 12+ waves of enemies (bug?) because the timer still wasn't finished counting down, and standing around uselessly killing the mobs who wouldn't drop loot anyway was more annoying than engaging.  My only suggestion would be to make every single holdout a "Kill X waves" of enemies and have them spawn faster based on the speed at which they're killed.  Shrink the time it takes to complete them, and make the world of Nexus a better place. 
 
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