107731-interesting-article-about-wildstar-on-massively

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Here's an interesting critique of some of Wildstar's common foibles: "The Nexus Telegraph: Addictions that Wildstar must kick"
 
On a slightly tangential note, this, forum whiners, is how to give constructive criticism.	
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I liked the part about "The fiction of being hardcore" and I agree with almost all of that, the randomness is a bit...here and there though since part of crafting at least on circuit boards is risk for reward as opposed to the "dart board" which can potentially actually be random...
 
It's night and day to me going from content that isn't veteran dungeons and is veteran dungeons right now. I used to include veteran adventures in the rather unpleasant experience, but now I'm having more fun in them once that gold or bust thing got adjusted(though i feel it could've been executed better and earlier it was better in the long term)...
 
Decent read overall. Thank  you for sharing	
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			Spot on, but are the Devs listening? :)	
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There's nothing there that hasn't been discussed already.
 
Wildstar is a good game with a ton of stuff to do, but it's still not *enough*.  Carbine have made too many noob errors in the followup months since release, and that has the hardcore - those who were supposed to be loving the game - running for the hills.  It doesn't matter how difficult your game is if the devs look incompetent - because the skilled players lose faith fastest.
 
WoW isn't enough for most people, or it became pointless years ago.
 
The genre is dying, or at best stagnating.  Don't celebrate that though, because we are inevitably heading towards a MOBA era, or worse, after WoW finally dies.	
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I agree with everything except 40-player raids being a detriment to the game.
 
I'm sorry, but it's perfectly ok for there to be content in a game not everyone completes.
 
UO didn't survive "in spite of" having open world, FFA pvp. It is one of the things ALL UO players think back on fondly and shake their heads at the state of current MMO pvp.	
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			I agree with everything that guy has to say, up to and including the 40-man raids being a detriment to the game.	
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/agreed with it all and my favorite part is:
 
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I honestly believe that in another five years, we as a community are going to look at hardcore raiding the same way we currently look at Ultima Online's open PvP, as something that MMOs survived in spite of rather than because of. We're already seeing traces of that. There's a reason that almost no game does the straight vanilla World of Warcraft 40-person raid, complete with ornate attunement processes. It's the same reason MMOs have largely discarded the idea that you should form a group, camp in a spot, and drag single enemies to you to kill them, or the idea that you should sit and ride a boat in-game for two hours. 
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I'm sorry, but it's perfectly ok for there to be content in a game not everyone completes.
 
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			I like that article.  I agree with a lot of what it says except possibly the raiding thing.  But I'll caveat that and say that I cut my teeth on 36- and 72-man raids in EQ, so I have a different perspective than many.  Heck, some of my guildies like to call 5-man dungeons "raids".	
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That largely depends on just how many development resources that content eats.
In Wildstar's case... probably too many. You can't afford to use 30% of your team on 5% of your potential audience (not saying 30% of Carbine is working on Datascape, but you get the point).
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I have no idea what Carbine's intent with this game is, but for all I know they are accomplishing everything they set out to do. I guess time will tell
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That article pretty much sums it up. Especially about the systems Carbine has implemented that has led to an extremely toxic community. I deal with it every day doing vet dungeons and I'm sick of it! Who the hell wants to deal with that? Video games are supposed to be fun.
 
2 people in a dungeon run today fought about a piece of gear so they both quit and left the rest of us hanging. I could go on and on but I will spare you. And people are wondering why all the servers are empty? Really?	
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			Doubt WOW would go back to the days of vanilla WOW so it feels weird the devs who work on vanilla WOW isn't following it.	
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Why play the smaller, less funded version when you can play the big boy?
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			/nailed it The fiction of being hardcoreThe idea of ranking a group's progress through an adventure and a dungeon is a noble concept. It is also one that has led to some[/size]really toxic crap, and if you don't think the two are connected, I've got a bridge to sell you.[/size]Carbine Studios is well aware of the issues with prioritizing gold runs over everything else when it comes to this stuff, and it's being addressed, but it speaks to a larger problem: The game is schizophrenic. On the one hand, it encourages you to look how you want, play how you want, and do what you want. On the other hand, it pushes you constantly to be the [/size]most hardcore forever, smash the dungeons, yeah! The two go together like magnets of identical polarity, which is to say that they push one another apart with great force.[/size]It's a subset of the problems that happen with open PvP. When you create an environment that rewards the most hardcore players above all else, those players who cannot, will not, or do not just say, "Well, I guess this content isn't for me." Cue the creation of a population that has suddenly re-calibrated its bottom upward; even among the people who can, will, and do want to be hardcore, there's still the worst group of players therein. So [/size]theyget marginalized, and so on.[/size]This is why I tend to not have very nice things to say about the game's ongoing love affair with raiding: because it's pushing a huge chunk of the game's content and rewards to serving a top end. When you're tiering your players such that someone winds up on the bottom, a lot of players just lose interest. They're here to have fun, not to be in competition. It's ridiculous enough in games that have positioned themselves to be about an ever-ascending power curve and nothing else, but even more problematic in a game that offers so many opportunities to say, "Eff that; I want to decorate my house and look pretty."[/size]	
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MMO genre has been dying for several years now. Alongside with FPS genre, single player RPG genre, horror genre, adventure genre, etc. Still not dead miraculously.
 
The article is bullsheet. It's badly written, a mess of a structure and the guy is struggling to find the right words to express his brain fluids.
 
And you monkeys are jumping around him asking for a banana. Shame on you.	
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Ugh, considering the amount of times I've seen this opinion in action, I guess I'm the minority, but:
 
How can people be so... indifferent to what they're playing as long as it's "kind of similar"?
I guess they're the kind who have no brand preference with clothes or cars either because "hey, polo shirt is polo shirt" or "hey it has 4 wheels".
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			That was a very good article. Echoes a lot of the sentiment a few of us expressed since launch. Basically, the game is bogged down by RNG and Archaic Design Philosophies. They can still fix it. The "Giant" is approaching but he's not attacking the gates yet. They just need to be quick about the fixes. Attunement 1st. RNG 2nd( this is a Core Design issue, which will take some time to fix, unfortunately.)	
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I dont understand what's the deal with attunement. You shouldnt be willing to raid if you dont have a guild.
 
If you are trying to get in a guild that doesnt want to help new commers on attunement that simply means you are aiming for a guild far too high from you OR they wont be able to find members and will have to elect some to help through it.
 
That's just silly.
 
 
However, what this game DOES need is to allow people to progress even though outside hardcore raiding. Maybe adding "10 man raids" or "5 man dungeons with good reward" whose gear wont be as good as the 20 full attunement but will still give people the feeling of progression.
 
 
 	
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I dont understand what's the deal with attunement. You shouldnt be willing to raid if you dont have a guild.
 
If you are trying to get in a guild that doesnt want to help new commers on attunement that simply means you are aiming for a guild far too high from you OR they wont be able to find members and will have to elect some to help through it.
 
That's just silly.
 
 
However, what this game DOES need is to allow people to progress even though outside hardcore raiding. Maybe adding "10 man raids" or "5 man dungeons with good reward" whose gear wont be as good as the 20 full attunement but will still give people the feeling of progression.
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Ugh, considering the amount of times I've seen this opinion in action, I guess I'm the minority, but:
 
How can people be so... indifferent to what they're playing as long as it's "kind of similar"?
I guess they're the kind who have no brand preference with clothes or cars either because "hey, polo shirt is polo shirt" or "hey it has 4 wheels".
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UO didn't survive "in spite of" having open world, FFA pvp. It is one of the things ALL UO players think back on fondly and shake their heads at the state of current MMO pvp.
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That was a very good article. Echoes a lot of the sentiment a few of us expressed since launch. Basically, the game is bogged down by RNG and Archaic Design Philosophies. They can still fix it. The "Giant" is approaching but he's not attacking the gates yet. They just need to be quick about the fixes. Attunement 1st. RNG 2nd( this is a Core Design issue, which will take some time to fix, unfortunately.)
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I agree with everything except 40-player raids being a detriment to the game.
 
I'm sorry, but it's perfectly ok for there to be content in a game not everyone completes.
 
UO didn't survive "in spite of" having open world, FFA pvp. It is one of the things ALL UO players think back on fondly and shake their heads at the state of current MMO pvp.
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IMO RNG should be top priority because people care more about pre-attunement character development and itemization (PvP included). Attunement comes after that.
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I agree with the majority of that article, I think it nails things pretty well.
 
The MMO genre has evolved and changed, in some ways for the better and in other ways for the worse. Wildstar stubbornly refuses to acknowledge most of this - it doesn't incorporate or build on many of the improvements and it doesn't learn from the mistakes - in fact it repeats many of them. Idiosyncratic? Perhaps. But maybe just misguided.
 
The 'hardcore' thing is mostly just a marketing mask covering up a pretty standard grind with far too much gated content, too much emphasis on a toxic style of grouping and WAY too much RNG,
 
There's certainly some fun aspects to the game, particularly while levelling. But by the endgame all too often the fun is stomped on by some pretty perverse design decisions. The tone from the devs seems to be "you WILL like this" rather than "we WANT you to like this". A decade ago the playerbase wouldn't have flinched, MMO gamers didn't know any better and there weren't many titles to choose from. But things have changed.
 
Some will say that it's because everyone is so "entitled" now but I dispute this. Mostly it's because players have learned from experience what they like and what they don't like about MMOs. If the devs truly are listening (rather than this being another marketing phrase) then they'll hopefully take note and make some changes. Make the game FUN and players will stick around.	
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I'm sorry, but it's perfectly ok for there to be content in a game not everyone completes.
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			I have a feeling there's going to be lots of upcoming changes within the months to get this game popularity back. This game does have potential if used right.	
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			Well the main selling point of wildstar is that the developers worked on vanilla WOW. With WOW the stats it is now this could be a huge selling point.	
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Well the main selling point of wildstar is that the developers worked on vanilla WOW. With WOW the stats it is now this could be a huge selling point.
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			This is a very common review. The good reviews the game has gotten so far have largely been from people who havn't reached max level and become aware of the terrible parts.	
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			Hard to disagree with that article. On the bright side (in my opinion, at least), Wildstar's problems are things that can be sanded down over time. They aren't fundamental, structural flaws in the way the game itself is built, as with something like SWtOR.	
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			Nothing in that article that hasn't already been said a hundred times in these forums.  The only thing I would like to mention is that a game can have hardcore and casual elements to it.  The two are not mutually exclusive.  Difficulty scaling is the key. Or at least several different difficulties to choose from.    It can come in many forms:  bracketed ladders ala Starcraft, with different leagues you can advance through. Dynamic difficulty scaling such as Diablo 3 currently has; both with the number of people in the game, and with a manual setting.   DDO has dynamic scaling based on how many people are in your party, and also 4 difficulties to choose from. Even WOW has several difficulties to choose from, one of which scales depending on raid size.   This idea that your game can only be one or the other is outdated, weak, and backwards.  The only reason we used to have games like that is because we didn't know any better. As the article said: the industry and the community has moved on.  New games either need to keep up, or they'll make the mistakes that Wildstar did.  As the old saying goes:  "Those that don't learn from the past are doomed to repeat it." 	
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I dont understand what's the deal with attunement. 
 
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However, what this game DOES need is to allow people to progress even though outside hardcore raiding. Maybe adding "10 man raids" or "5 man dungeons with good reward" whose gear wont be as good as the 20 full attunement but will still give people the feeling of progression.
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			Drop 3's supposed to be adding a 20-man raid that Carbine's said is supposed to fall between dungeons and GA in terms of difficulty, which should hopefully help. The question is if it's too little too late.	
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Most of what I've read in this article is true, especially concerning RNG being overused but I stopped reading here :
"When you're tiering your players such that someone winds up on the bottom, a lot of players just lose interest. They're here to have fun, not to be in competition"
 
At first, I had no intention playing this game. I was tired of MMO with free content, free epics and absolutely no skill or challenge during group dungeons and raids. Finally, after seeing the end-game content, I changed my mind and stayed on this game (last MMO with hard content I enjoyed was TSW).
 
I don't consider myself a PGM elitist etc ... but I do enjoy hard content. When I do something wrong or just fail, I don't want to quit but I want to learn and get better !
When I read stuff like that on this forum and elsewhere, it saddens me a lot even if I lost faith in humanity a while ago.
 
The game being hard and "tiered" should give people the will to get better, not to ragequit !
 
Trust me, I have seen and played with some elitist raiders on several MMO ... elitists doesn't mean skilled players.
I call that the "Wow effect !"
 
For years, people have been rewarded for being bad and failing !
 
Most mmo players (especially wow former players), have the feelings they are godly skilled ! It's wrong, they are not.
I'm not here to explain this point in particular but some day I will write it down !
Every wow players know what I mean and I guess lots of them will hate me for that :)
 
I played some dungeons in Wildstar with those guys, running around like headless chickens ... They have no idea about what they're doing or why they do stuff ... The end-game content has been PL'ed for these guys, probably by their average IQ guildmates.
They feel better than you, they even say they are ... don't trust them :)
 
In my experience, even the one who thinks he's bad can be turned into an awesome player ! It just needs time and the will to get forward ! 
 
I will finish with this because I may still have a little hope in mankind's future !
 
Stop feeling low ! Stop listening to pseudo elitists ! Gear up, learn and for god's sake, don't be scared about a competition that only exists in your mind !	
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			I think this article was written from the standpoint of a casual player. The kind of person who wants to stroll through content in his spare time. Which isn't the demographic Carbine is shooting for. He seems to believe that making content inaccessible was a poor development choice of the past. But, if you take World of Warcraft as an example, the game saw its greatest surge of success during its period of inaccessible end-game content. The player-base started to level off and drop only after Blizzard took the approach that everyone should see WoW's end-game. Inaccessibility is the proverbial "carrot on a stick" for the type of player that Carbine is looking to attract to Nexus. 	
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Hard to disagree with that article. On the bright side (in my opinion, at least), Wildstar's problems are things that can be sanded down over time. They aren't fundamental, structural flaws in the way the game itself is built, as with something like SWtOR.
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This, this, and this again. 
 
The game is designed brilliantly. 
 
However, the people running the show who have made, and are making, the decisions on how the content is presented to us, seem to think that needless chores are the way to go to be #hardcore.  I disagree with many of their decisions.  If they wanted to be #hardcore, stick with the gameplay itself, not the logistics behind it all.
 
The good news is that this game is very very salvageable.  Carbine's biggest problems now is basically timing.  They need to listen to us (to those of us that are actually helping and NOT hurting the game via the forums), make the changes that we want, and deliver said changes in a polished fashion.  This needs to happen with enough time prior to Warlords of Draenor for many that left Wildstar to come back again, find it all nice and pretty, and get hooked, so they stay.
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They need to listen to us (to those of us that are actually helping and NOT hurting the game via the forums), make the changes that we want, and deliver said changes in a polished fashion. 
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Massively and Eliot, That's all i needed to read to know what direction that article was going for. 
 
And it's the same old again, he was opposed to raiding in this game from the get go as that's -his- playstyle he dislike things that requires commitment and find that all content should be widely accessible and even tried comparing Dark souls to this game in an argument that "adding another player" to dark souls makes it easier therefor adding more people in content makes group content easier then solo content, just to point out both the absurdity and lack of insight the author of these blogs has.
 
When pointing such things out, he would half of the time start deleting any comments that aren't to his liking.  
Then again half of the time massively ramps up these sort of article that are nothing more then lure pieces to get unique clicks, so i feel disgusted going there again as they rarely present a panorama of opinions and rather focus heavily on a single spectrum what is fine, i guess if wish to read such pieces.
 
 
My realm is growing in the number of raid guilds, we started out by ourself and one other, since this month we gained 5? more guilds or so what shows it is working as intended, it might not be as quick or as easy as another game offers you gratification but that doesn't make it worse.
Then again these are the same folk that got upset about LFR in WoW no longer offering raid sets and where the item budget of said pieces might barely or not even above 5 man heroic gear. As not even blizzard finds LFR hit the mark as it isn't a real raiding experience. 
 
However it is just another blog piece and everyone is entitled to their opinion.	
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Wow. That article was full of things that makes me fear the future of MMOs.
 
I probably didn't agree with a single thing stated in it, except that possibly there should be a bit less randomness.
 
Two hour boat rides? I miss those boatrides man. I used to meet interesting people and it brought alot of game immersion for me. I don't need everything to happen instantly this second. Also they were at their height 20-30 minutes as far as I recall, and could be dodged by getting summons/portals from certain people.
 
I'm most certainily not in the top 1% of "pro players" in wildstar. I don't aim to be. I do raids, have killed kuralak; nothing over the top.
 
It can be challenging getting attuned. If you find it seemingly impossible getting attuned for raids. Then I believe, in all honesty, that you should not be playing video games with any kind of challenging content in them; try world of warcraft LFR. That should be fun for you. Oh btw, you can afk through the whole raid
and still get all the loot and see all the content! Don't you feel awesome for doing that?
 
This might result in some toxic behavior? of course it will. You see idiots who are toxic, be it openly or not at the workplace too, or in ANY and ALL competitive games.
 
There are many ways to solve this issue. A) play with people you know and like. B) Don't take these idiots seriously. Ever. C) Read up on the mechanics beforehand, do some research, and I can assure you that you will have a lot less issues with these people. D) MUTE THEM.
 
People who are overly toxic have basically been shunned by the community on my server, as it's very low populated and most of us know (or know of) each other. Idk how the other servers are faring with this but ^ read my quick and easy guide to salvation.
 
I think a point ALOT of people are missing is that in order to raid or progress in this game; you do not need the best of the best RNG luck pro equipment.
You do not need the best runeslots. Get a few crafted pieces of AH, play well, voila.
You do NOT need to be HARDCORE.	
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I think a point ALOT of people are missing is that in order to raid or progress in this game; you do not need the best of the best RNG luck pro equipment.
You do not need the best runeslots. Get a few crafted pieces of AH, play well, voila.
You do NOT need to be HARDCORE.
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			Well the biggest complains appears to be attune brick wall in vet dungeons. Something about timers.	
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Well the biggest complains appears to be attune brick wall in vet dungeons. Something about timers.
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I think this article was written from the standpoint of a casual player. The kind of person who wants to stroll through content in his spare time. Which isn't the demographic Carbine is shooting for. He seems to believe that making content inaccessible was a poor development choice of the past. But, if you take World of Warcraft as an example, the game saw its greatest surge of success during its period of inaccessible end-game content. The player-base started to level off and drop only after Blizzard took the approach that everyone should see WoW's end-game. Inaccessibility is the proverbial "carrot on a stick" for the type of player that Carbine is looking to attract to Nexus. 
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The genre is dying, or at best stagnating.  Don't celebrate that though, because we are inevitably heading towards a MOBA era, or worse, after WoW finally dies.
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You'd be surprised.  A lot of people,if not most, are like that.  Behold, the true casual.  They don't care about it's inner workings or the nuances of the companies that made it.  They just care if it's fun or not.
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Two hour boat rides? I miss those boatrides man. I used to meet interesting people and it brought alot of game immersion for me. I don't need everything to happen instantly this second. Also they were at their height 20-30 minutes as far as I recall, and could be dodged by getting summons/portals from certain people
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Find it odd so many believe that the MMO genre is dying or dead.  (Granted, due to economic pinches the market has dried a bit and productions have slowed, but pretty certain it's far from DOA.)  Now, if one only looks at premium/p2p games, perhaps (but that's kind of up there with only looking at the music groups that make the news or MTV and assuming that's the only music still left on the planet)... there's still FFXIV: ARR (for those of us that didn't play it out when it was brand new in the relaunch), but many have possibly played it out.  However, on the b2p and f2p market there's still several titles, and a good amount of newer titles on the horizon.  It's kind of almost as silly as people that say, "tired of Wildstar?  burned out on Wildstar?  That means you must be burnt out on MMOs as a genre overall"... there's still a bunch of MMOs I enjoy playing, even alongside the fact I'm burnt out on Wildstar... so not sure where the logic in that connection stems from.  (And yeah, been playing MMOs since MMOs were first a "ground-breaking" genre.)
 
Assuming what several are pained to see/cope with is the "flip-flop" of the market... back when MMOs were "new", the whole "everybody that's anybody" that was in a "proper/premium" MMO were proud to pay for it each month... where now and days, there's actually quite a few *better* MMOs out there coming out that are free, along with great MMOs that converted to free.  A few upcoming to keep an eye on... SkyForge, ArcheAge, Lime Odyssey, Black Gold Online, Aura Kingdom, The Division (also not to mention indies and bunches of underdogs on Steam) -- just to name a few.  Premium-subs for games are becoming a thing of the past, about as much as how cool it was to pay a little bit extra a month to have the GOLD membership to your video-rental store, because it allowed you to check out twice as many movies... or when it was cool to pay above sticker-price for music CDs just because they were express-delivered to your house.
 
I mean honestly, as many have stated and are obviously aware... WoW is the one to dethrone in the p2p market.  Some have gotten smart enough to realize that unless they bring the be-all/end-all to MMOs to market, the chances of toppling WoW are slim-to-none; there's been enough "assumed WoW-killers" to prove that.  WoW has become the Mike Tyson or Mohammed Ali of MMORPGs -- which has its pros AND cons.  Anywho, those that have gotten smart to it, and about it, are smart enough to release straight to b2p models or f2p models if they know already, or are pretty certain, that they can't compete.  It'd be like Hyundai (nothing wrong with them FYI, love the car) pumping out a new semi-sporty model then trying to compete head-on with Ferrari or Porsche... a] not gonna' happen, and b] the others have so much experience in the market and how to play their cards already, may as well be throwing headbutts at Mike Tyson hay-makers.
 
There's still plenty of money to be made in the MMO genre... it's the market and delivery that's changed, and how the money is achieved... same with music, movies, etc. B)
 
PS - For the record, completely agree with the entire article... hits the nail directly on the head... as many have pointed out, nothing that hasn't already been being pointed out on the forums for quite some time now. :huh:	
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I agree with the whole RNG thing(which Carbine seems to be working on now), but the hardcore part no. I like that this game takes a little more time and effort to play. It's probably the reason I am able to play this game longer than 2 months.
 
 
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The genre is dying, or at best stagnating.  Don't celebrate that though, because we are inevitably heading towards a MOBA era
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I think the myth of the hardcore is that Wildstar focuses so much on raiding.  Since launch, Carbine has dropped a solo and PVP BG patch.  They've added a lot of profession and housing improvements.  Everything they've done for raiding is because we demanded that they change something, whether it's bug fixes, attunement changes, what have you.
 
It's us, the player base, that is fixated on raiding, because clearing 5 man veteran dungeons and shooting for gold isn't good enough for us.  That's not the "end of the game".  Everyone wants to be raiding.
 
I'm not sure why the writer of the article calls them out for focusing on raiding when most of the people locked on raiding haven't even gotten through veteran 5 mans yet.
 
Not that the writer doesn't express some excellent points on the issues of randomness driving up time investment, but Carbine didn't tell us raiding was the most important thing in the game, by deed or word.  We did that.  We can't really expect them to not worry about attunement and raiding when it's all we value as a playerbase.	
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That was a very good article. Echoes a lot of the sentiment a few of us expressed since launch. Basically, the game is bogged down by RNG and Archaic Design Philosophies. They can still fix it. The "Giant" is approaching but he's not attacking the gates yet. They just need to be quick about the fixes. Attunement 1st. RNG 2nd( this is a Core Design issue, which will take some time to fix, unfortunately.)
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It's us, the player base, that is fixated on raiding, because clearing 5 man veteran dungeons and shooting for gold isn't good enough for us.  That's not the "end of the game".  Everyone wants to be raiding.
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No there's quite a few people interested in running dungeons but the PuG dungeon community is still too toxic (Attunement or bust).  That aside, my guild came over as a group because we wanted to run as a group.  There are more than five of us so of course we were looking at raiding.
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I have to agree with major points in the article.  
Players have really responded well to the simple fun things of Wildstar, the story, the art, the housing, the mounts, the transmog/costume changes.  None of that has anything to do with raiding.
Then there's the raiding bunch that is focused on the high end game.  Two very different focuses of the game.
 
Honestly, I have really enjoyed the game, but now I'm having troubles wanting to log in.  I have my max level and various 12 - 20 levels.  The zones are quiet.  Someone said earlier in this thread; Auroria.  If only I could complete Auroria zone on ONE toon that would be great.  The persistant path and quest bugs that have been resisdual since launch and some before are just beyond frustrating now.
 
Perhaps this game isn't for me.  And I think that's what many players are asking themselves, and perhaps part of the pop attrition.	
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I have to agree with major points in the article.  
Players have really responded well to the simple fun things of Wildstar, the story, the art, the housing, the mounts, the transmog/costume changes.  None of that has anything to do with raiding.
Then there's the raiding bunch that is focused on the high end game.  Two very different focuses of the game.
 
Honestly, I have really enjoyed the game, but now I'm having troubles wanting to log in.  I have my max level and various 12 - 20 levels.  The zones are quiet.  Someone said earlier in this thread; Auroria.  If only I could complete Auroria zone on ONE toon that would be great.  The persistant path and quest bugs that have been resisdual since launch and some before are just beyond frustrating now.
 
Perhaps this game isn't for me.  And I think that's what many players are asking themselves, and perhaps part of the pop attrition.
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			For me, both Settler and Explorer toons have bugged Paths and haven't been able to zone clear.  The other person mentioned quests, but I am not aware of such specifics.	
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{| class="blockquote"
For me, both Settler and Explorer toons have bugged Paths and haven't been able to zone clear.  The other person mentioned quests, but I am not aware of such specifics.
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{| class="blockquote"
For me, both Settler and Explorer toons have bugged Paths and haven't been able to zone clear.  The other person mentioned quests, but I am not aware of such specifics.
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