128487-massivly-f2p-announcement-discussion-thread-page-3

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I'm concerned about the removal of the red glow. I assume the only reason the primes are even being looked at by the dev team is because people ran into them by accident while leveling and died (and got upset about it). If these people couldn't tell the difference between a regular mob and a giant red one, what makes you think this change will make it any better for those people?
 
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Odd. Do you remember any names offhand or how much health they had? I'm not sure if the rare prime mobs in Grimvault are classified as 5+ on their nameplate, but those can be done with 1-2 (the ones that count toward the "I like it rare" achievements). Maybe it's just a discrepancy between what the nameplates say and how many people it realistically takes to kill them? In my opinion, the recommendations in the quest names are overkill by at least 1-2 people.
 
There are definitely a few with a metric buttload of health that just don't seem to have any purpose. For instance, there's a girrok just south of the Pell town in Blighthaven that has a special name (Pyropaw the Smokey) and the ground around it is burned. Has about 400k health, doesn't really drop anything special, doesn't count toward any achievements or path missions.
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From my old post:
 
I will quote something for clarity sake, which was 'on record' from the developers:
 
"All races are clearly visible with important information on the selection screens, including which race/class combinations are allowed and which aren’t."
 
http://massivelyop.c...-f2p-this-fall/
 
I've been anxiously wanting to get at least a ....nibble of hope from Carbine that Mechari Spellslingers would become a reality.
 
I am curious because there has been conflicting informations from the past (albeit not from develops) that this cash shop will have the option for me to reroll to races that weren't available to Mechari before.	
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I am curious because there has been conflicting informations from the past (albeit not from develops) that this cash shop will have the option for me to reroll to races that weren't available to Mechari before.
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			I'll have to see after beta, but the infinite run speed out of combat just sounds idk, dumb.  To get to places faster, idk, mount.  If in an unmountable place, sprint/run is just as fast imho.  And transitions to combat smoother.  Even from a practical/lore (idk how to put it) you won't run everywhere, be tired before you even combat.  I'll have to wait and see.	
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From my old post:
 
I will quote something for clarity sake, which was 'on record' from the developers:
 
"All races are clearly visible with important information on the selection screens, including which race/class combinations are allowed and which aren’t."
 
http://massivelyop.c...-f2p-this-fall/
 
I've been anxiously wanting to get at least a ....nibble of hope from Carbine that Mechari Spellslingers would become a reality.
 
I am curious because there has been conflicting informations from the past (albeit not from develops) that this cash shop will have the option for me to reroll to races that weren't available to Mechari before.
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The point of class locking is something that heralds back to RPG restrictions.  I'm talking old school pen and paper RPGs, like D&D.  Not ever race could be every class, etc.  (Except humans usually, because, well humans.)
 
There's a distinct RPG aspect that kicks in with this that may cause some loss with the RP community, or portions of it.  It's honestly more of a flavor thing than anything else.
 
 
 
So the question is, how far does Carbine want to support that traditional RPG view, vs. the newer gaming platform for class/race combos?
 
BUT, there is also likely an art issue with gear, but as we've discussed in other threads, the wardrobe kind of makes that irrelevant. 
			
				
	Edited June 29, 2015 by DuncanEllis	
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			Not sure if anyone asked this, but considering how massively you're redoing the stats, I'm guessing all the items in the game will have their stats more or less changed overnight. But with that, how will you handle legacy gear? For example, I currently am using the old Werebot Controller from DS 40 because it's amazing. After you guys do the stat changes, will my Werebot just turn into whatever you change the DS 20 Werebot to? Or is it gonna stay somewhat the same? I certainly wouldn't want to lose 2 slots on it randomly.	
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The point of class locking is something that heralds back to RPG restrictions.  I'm talking old school pen and paper RPGs, like D&D.  Not ever race could be every class, etc.  (Except humans usually, because, well humans.)
 
There's a distinct RPG aspect that kicks in with this that may cause some loss with the RP community, or portions of it.  It's honestly more of a flavor thing than anything else.
 
 
 
So the question is, how far does Carbine want to support that traditional RPG view, vs. the newer gaming platform for class/race combos?
 
BUT, there is also likely an art issue with gear, but as we've discussed in other threads, the wardrobe kind of makes that irrelevant. 
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That moment where your DM made you roll dice to determine race....
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			Race-class restrictions are something I am more than happy to see left behind. Getting to have full choice of your in-game avatar is far more important than falling in line with dated tabletop mechanics.	
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			I'd pay extra to unlock Aurrior.  Just sayin'.	
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The point of class locking is something that heralds back to RPG restrictions.  I'm talking old school pen and paper RPGs, like D&D.  Not ever race could be every class, etc.  (Except humans usually, because, well humans.)
 
There's a distinct RPG aspect that kicks in with this that may cause some loss with the RP community, or portions of it.  It's honestly more of a flavor thing than anything else.
 
 
 
So the question is, how far does Carbine want to support that traditional RPG view, vs. the newer gaming platform for class/race combos?
 
BUT, there is also likely an art issue with gear, but as we've discussed in other threads, the wardrobe kind of makes that irrelevant.
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The point of class locking is something that heralds back to RPG restrictions.  I'm talking old school pen and paper RPGs, like D&D.  Not ever race could be every class, etc.  (Except humans usually, because, well humans.)
 
There's a distinct RPG aspect that kicks in with this that may cause some loss with the RP community, or portions of it.  It's honestly more of a flavor thing than anything else.
 
 
 
So the question is, how far does Carbine want to support that traditional RPG view, vs. the newer gaming platform for class/race combos?
 
BUT, there is also likely an art issue with gear, but as we've discussed in other threads, the wardrobe kind of makes that irrelevant. 
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No excuses Carbine, all classes to all races.
Just like TERA, GW2, FF14...
You have NO reason not too.
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*sigh*
 
How many times have I had to post this?
 
Carbine themselves admitted that the restriction of classes for races was because of time constraints. Each class/race combo requires designing animations for each ability of the class. Unique animations to the race (to match the size and movement of said race).  
 
Nothing to do with no RPG, pen and paper, lore, whatever! They started with the most logical choices for each race (and they started with humans hence why they have so many options!) and then... ran out of time. 
 
I don't see them having a financial incentive now unless they make you pay for Chua warriors. This is why I hate things cut out from the get-go cause it's a lot harder to convince a company to spend the time afterwards. 
I doubt they have time before f2p to create animations for new class/race combos, but it'd be awesome if they did!
 
Also to Fran... The most important change should be NO MORE UGLY UNDIES FOR CHUA AND MECHARI!  That should come before new class/race combos!
 
*Pet projects for the win!
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Aaaaactually...that's not the whole story. The class combinations were based on both time constraints AND the established lore.
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They only tried to think of lore flavor because they didn't have time. And it wasn't a matter of "aurin can't be engineers" or "mechari can't be spellslingers". That is clearly not the case, as it's contradicted in their own lore! It was definitely more of a "these classes thematically suit this race the best, so since we're short on time, we'll go with those."
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No offense...but unless there's some other statement from Carbine that I've missed, this is just pervasive and meme-like speculation. One that's nothing more than well-wishing and reading into what isn't even in their own statement, when asked about this subject.
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It's not speculation. There is at least one Mordesh esper in lore - a pretty major historical figure, if the museum is anything to go by; it stands to reason there are more. There are aurin wielding swords and guns. There are examples strewn throughout the game of pretty much every class/race combination.
 
There is zero real lore stating that X race cannot be Y class.
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Aaaaactually...that's not the whole story. The class combinations were based on both time constraints (which just means they used how much time they were given, not that they ran out of time while developing) AND the established lore.
 
http://www.reddit.com/r/WildStar/comments/1s6sve/we_are_the_wildstar_medic_class_team_ama/cdugrhj
 
As someone who is a massive Aurin fan and whose main will always be a medic, I don't mind the race restrictions. At all.
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Using what's clearly an outlier and the exception to the rule isn't a very good idea. It's no different than saying that ANYONE who picks up a gun can be an expert marksman, because one naturally gifted person who is a good shot becomes a crack sniper.
 
On the other side of the aisle, there is also zero real lore stating that every race CAN be any class. That's already been decided by the choices that Carbine's already made, and the characteristics/mentality established in the Loremageddon/Game Dialogue for each race. Outliers, like your Mordesh one, are just the exception to the established rule. If Carbine wants to undo this, and retcon their own lore, then that's their decision. It won't make much sense, but it'll still be their decision at the end of the day.
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What I've heard is that in the original staff-only Alpha, they had all class/race combinations. Then, the Lore Devs jumped in and said "No way! We need restrictions!" and the class/race restrictions were born. They should actually have all of those animations/combinations available already, though.
 
For example, just look at ItemPreviewImprovedEx and how it lets you equip items not related to your class or race. That is just an example that there is some lying by Carbine that animations aren't there, because they obviously are.	
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Well this is how I see it from my perspective in regard to race and class combos along with my own experience and admitted bias in turn. 
 
The reason given even in that reddit post does say time played a factor and in my view that was the Primary contributor. Then everything else factored in afterward to try and at least give both factions equal access and picking what races could be fit for the time allotted. This works into a pipeline or way of prioritization that equates roughly to "Time>fairness>lore" to me...but *ahem*
 
Now the citation with the Mordesh Esper isn't necessarily an outlier nor is it a probably common either, but regardless it sets a precedent that a Mordesh esper CAN exist within the Wildstar universe regardless. You would not be retconning the universe lore or devaluing a significant figure by making an option such as this available as no player will ever be put in a museum. Having other draken warriors in the game does not make Kexrak less significant...having people able to name themselves Harbinger/General/Cheiftan X does not devalue him in anyway either. 
 
In the game itself here are countless hints and nudges that races can use weapons of classes that players aren't given. This gives the impression lore wise that it is possible and feasible for example an Aurin being an engineer along with NPCs performing roles outside of the conceived norm like a Chua biologist actually wanting to preserve life and blow things up on the side as a pass time. 
 
Balance wise you would never get a min/max to go "aurin warriors are better than granok warriors" and people who would say tat can only speak to pure aesthetic, because there are no racial traits to make one race more beneficial than the other. Nor are there significant hit box variations or cast speed variations like lets say TERA for a time where a Elin lancer was better than a baraka lancer because it had the smallest hitbox, largest reach and in some cases the fastest animation which did affect the game in pve and pvp.
 
Moving along and more onto the technical aspect of it I'm lead to strongly believe that it is primarily a time constraint as many and Carbine state and that lore was only used to pick the "best fits". After all can you imagine if Dominion only had Humans as an option for esper? there would be a shitstorm on favoritism to Exiles I guarantee(more than there already was/is). Animation can as I said earlier be a long and arduous process that takes time and many iterations, While 3d has a bit more flexibility than 2d traditional(more of my thing) there is also a lot of back and forth and making sure the animations actually work in the game. Although the animation set(s) may work and look right in Blender, Maya, 3ds max, etc...the game itself or the engine rather amy not always correctly translate it right and this becomes harder with a proprietary engine vs a commonly used on such as UT, Unity, etc...To show this you can look at various games that often have glitched animations and weighting that either look awkward OR are outright wrong(you can look up glitched animations and see a ton of exampels). What people are foten seeing is AFTER testing and fixing common breaks if any during the back and forth process and like anything the testing also can take time especially if you have a lot of preset animations.
 
Now I'll probably also get banned or suspended, whatever for saying this, but from what I've observed too based on what I've managed to rip out of Wildstar so far(i'm trying to actually put chua warrior animation set together myself in my free time). It isn't the case like WoW where there is already animations in place that it would be a matter of parenting the spell animations in the right place to match those presets. As an example troll warlocks could very well have been done in vanilla as all they needed to do was assign and parent the warlock spell animations to the various casting animations aleady made for mage; Which like humans in WoW warlocks and mages already share the same cast animations and the variance is the spell assets themselves). In Wildstar though because of the level of fidelity, mesh diversity, and different rig setups it's more complex than just changing/parenting the spell assets and the weapons properly. SOME animation presets are there...but not all and they're basic stuff at best in most cases that you see certain NPCs capable of doing...
 
With all that said we got the class restrictions that we did because those class best fit certain races more than others in a sense, BUT the fact that time constraints are mentioned at all means that such lore picking was a result of that time restraint.
 
Carbine can and should do it, but given the level or work needed along with current ongoing development for future things we may not see the expansion of class/race for a long time even if they are doing it due to the small staffing and resources(least it seems like their staffing is rather small)
 
I hope that al made sense as I just woke up and really out of it lately...but meh, someone or Carbine can come in and tell me to stfu and i know noting, which I probably don't but that's my view on it all.
			
				
	Edited June 30, 2015 by Typrop	
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Wat.
 
This is nonsensical. We're talking about classes in a video game, for crying out loud. xD Not real life skills. Race-class restrictions in RPGs typically have at least some kind of lore behind why X race can't be Y class, but that explanation simply doesn't exist in WildStar and is even contradicted repeatedly. There is no explanation for why aurin player characters are incapable of weilding swords or large guns, when aurin NPCs can do precisely that. There is no explanation for why mordesh player characters cannot make use of psionic powers to create illusions, when mordesh NPCs can do precisely that. The only part of WS saying X race can't be Y class is in the character creation UI - which is not actually an explanation.
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One of the very first quests in Galeras has a Mordesh esper too. Like literally sits there and makes illusions to torment a Dominion captive.
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			I can't picture an Aurin being an engineer, sorry, cant.	
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			Well...Granok broke the way of stone and use tech...see no reason Aurin who don't have any strict rules against tech can't freely get into tech(which they already have and do, even going as far as to making bombs in one case). Just takes a smidgen of imagination...
			
				
	Edited June 30, 2015 by Typrop	
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Well...Granok broke the way of stone and use tech...see no reason Aurin who don't have any strict rules against tech can't freely get into tech(which they already have and do, even going as far as to making bombs in one case). Just takes a smidgen of imagination...
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They already learned how to use stalker tech so...
 
Besides, the argument would probably be that the small aurin isn't "strong" enough to carry a huge gun or sword, just like a granok isn't "complex" enough to figure out how to manifest a sword with their mind.
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They already learned how to use stalker tech so...
 
Besides, the argument would probably be that the small aurin isn't "strong" enough to carry a huge gun or sword, just like a granok isn't "complex" enough to figure out how to manifest a sword with their mind.	
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eh...................................I'd really not like to get into theoretical anatomy. I could, but ugh...that'd be like explaining colour theory again what a nightmare.
 
However basically in that regard we don't know anything about any of the species anatomy or average "strength" and musculature beyond their outward appearance and socially conceived perceptions of how said appareances put on.  As pointed out a scrawny human is very well capable of lifting heavy guns and great swords seemingly as easy as even the biggest Granok. Weapon scaling is also a thing too. Chua who are roughly the same size or even in a sense smaller than an Aurin depending how you view them/compare them...can lift a heavy gun too. Now you could argue that Chua have compacted muscula--noooooooo*slaps self* stop it Typrop.
 
Put it this way...
 
A mantis shrimp is small, but guarantee you if you put that thing up to someones head they'll get knocked the cupcake out...Anatomy and physics i suppose is an amazing and terrifying thing.
			
				
	Edited June 30, 2015 by Typrop	
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Aaaaactually...that's not the whole story. The class combinations were based on both time constraints (which just means they used how much time they were given, not that they ran out of time while developing) AND the established lore.
 
http://www.reddit.com/r/WildStar/comments/1s6sve/we_are_the_wildstar_medic_class_team_ama/cdugrhj
 
As someone who is a massive Aurin fan and whose main will always be a medic, I don't mind the race restrictions. At all.
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			Honestly, if they started on Pick a class, Pick a race, Pick a gender than what is the point of factions?  I personally like factions, it adds to the lore and the "hatred" and rivalry between.  I can see more of Exile races being dominion, but I CANNOT see a chua be an exile.  To much of a homicidal maniac in there.  Plus, how are people suppose to play "Kick the Chua"?
			
				
	Edited June 30, 2015 by Orrestes	
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Honestly, if they started on Pick a class, Pick a race, Pick a gender than what is the point of factions?  I personally like factions, it adds to the lore and the "hatred" and rivalry between.  I can see more of Exile races being dominion, but I CANNOT see a chua be an exile.  To much of a homicidal maniac in there.  Plus, how are people suppose to play "Kick the Chua"?
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ummm unless I'm reading the post wrong...don't think Fran ever said to abolish factions in that last post of theirs. You already do "Pick a class, Pick a race, Pick a gender" but you're restrained on what race can be what class currently. You don't break any faction lore or "hatred" by expanding race/class combinations...
 
Even so there is little to no actual game elements that actually push faction "hatred" and conflict and at most you get a more of a "cold war" feeling. Outside of world pvp, factions mean nothing. This discussion has been had many times as most if not all except for people who are HIGHLY cliingy to lore are for the breaking of the faction wall for sake of gameplay and allowing players to enforce factions rather than a mechanically imposed separation of the player base.
			
				
	Edited June 30, 2015 by Typrop	
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Wat.
 
This is nonsensical. We're talking about classes in a video game, for crying out loud. xD Not real life skills. Race-class restrictions in RPGs typically have at least some kind of lore behind why X race can't be Y class, but that explanation simply doesn't exist in WildStar and is even contradicted repeatedly. There is no explanation for why aurin player characters are incapable of weilding swords or large guns, when aurin NPCs can do precisely that. There is no explanation for why mordesh player characters cannot make use of psionic powers to create illusions, when mordesh NPCs can do precisely that. The only part of WS saying X race can't be Y class is in the character creation UI - which is not actually an explanation.
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I wasn't saying FRAN was saying that.  Should clarify.  If it goes to everything for class/race than the next thing people will want/complain will be to get rid of faction.  And it's not just WoW that does the faction thing.  Most MMO's have it.  TESO, Aion, Tera, SWTOR, Warhammer,  EQ2, DCUO, Secret World (i think), DAOC, City of Heroes to name a few.  IDK of those games that got rid of factions.  \
 
If anything, should have a faction change option in the game.	
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I wasn't saying FRAN was saying that.  Should clarify.  If it goes to everything for class/race than the next thing people will want/complain will be to get rid of faction.  And it's not just WoW that does the faction thing.  Most MMO's have it.  TESO, Aion, Tera, SWTOR, Warhammer,  EQ2, DCUO, Secret World (i think), DAOC, City of Heroes to name a few.  IDK of those games that got rid of factions.  \
 
If anything, should have a faction change option in the game.
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Tera
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Apologize, Tera is not faction.
 
I think Carbine messed up and made the scourge more of exile/dom vs scourge compared when your leveling and you see alot of dominion vs exiles.  Hopefully they get back to this for future content.  I liked leveling and going up against dominion and beating them.  It added reason Exile's came to Nexus.  Also didn't help the mass exodus to a PVE server where don't get that faction hate when it's world PVP.  I remember when Scorchwing first came out and on the PVP server and the HUGE world pvp to kill the boss.  That was fun.	
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Apologize, Tera is not faction.
 
I think Carbine messed up and made the scourge more of exile/dom vs scourge compared when your leveling and you see alot of dominion vs exiles.  Hopefully they get back to this for future content.  I liked leveling and going up against dominion and beating them.  It added reason Exile's came to Nexus.  Also didn't help the mass exodus to a PVE server where don't get that faction hate when it's world PVP.  I remember when Scorchwing first came out and on the PVP server and the HUGE world pvp to kill the boss.  That was fun.
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Well to add to the Warhammer thing that was an overt PvP game with faction war at it's very core and class/race restrictions were bound by YEARS of lore. The highest divide ive seen is a 3 way...and if they stuck to lore they'd have a 6 way divide or higher...which isn't very sustainable and resulted in the faction size being 2 and that created a story by which those factions were under circumstances(least for chaos) to be a force agreement for allies and a "we're gonna get Fed up if we don't join together" for order.
 
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I'm assuming you haven't played Hycrest or Whitevale as Dominion. Or even ventured outside the backdoor of Thayd as an Exile, into the massive skirmishes and attempted destruction of civilians and civilian towns. Because there's no possible way one can honestly say this, while having set foot in either of those areas.
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Well, calling factions "outdated" is wrong, it's not something that you can describe as "outdated".
 
I like factions, but in Wildstar right now, with no one being on the PvP server, doesn't make much sense. In a MMO with a healthy population having factions add some sense of excitement, specially in leveling as you can be ganked, or chose to gank someone, also gives that "us vs them" feeling, although that feeling was much stronger in for example vanilla WoW (I was 12 years old at that time though).
 
In Wildstar, the world PvP, even when the PvP server was healthy, there wasn't really much world pvp at all except scorchwing. It was very easy to escape from a 1v1 in the open world due to all the escape mechanics etc.	
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			FFA/ guild vs guild, is more sandbox MMO and this is not a Sandbox.  And oh, this isn't a Guild wars or Arch Age (OH faction pvp right there!).  We'll have a difference of opinion on the strain vs players because that is not what Nexus is.  Look at the Lore.  Dominion in the galaxy is HUGE but the exile is small and this is where they ended up.  Its like being a small country on an island in the middle of the Pacific ocean against the rest of the world.  And it's not about Lore argument is invalid and go away from it but sadly it is.  There would be a lot of players that would fight and be pretty upset over lore being shoved to the side.  And what Typrop said ↑ points out that i'm not the only one that noticed the faction war.  Unless they change the Lore and have it so say, Dominion rebels against the Eldan, and Exiles try to join together, or better yet, make it more dominion vs exile.  Even the later story doesnt have to many dom vs exile as compared to the beginning.  Think Omni-core.  	
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			Factions in and of themselves isn't wrong, but I'd agree with it being an "outdated" concept based on execution which can vary from game to game. For me personally somethingn along the lines of how RIFT handles their factions is a great step to do it and pushes the conflict more onto the players without separating the player base with a strict walling off. I haven't been there in awhile, but players of either faction could make guilds, join groups, and do all content together regardless of faction HOWEVER in open world pvp it's a whole different ball game. In this sense you are still presented with a conflict that is endorsed by the game(or was) and able to be either faction without feeling like you're walled off from people you'd want to play with. The way in which WoW, Warhammer, and Wildstar(funny they all start with W...hehe) does it is to me an outdated form..
			
				
	Edited June 30, 2015 by Typrop	
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FFA/ guild vs guild, is more sandbox MMO
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I can't comment on final fantasy....
 
but I did enjoy free form PvP in TERA...more so killing devs who thought they could run away from me.
			
				
	Edited June 30, 2015 by Typrop	
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I can't picture an Aurin being an engineer, sorry, cant.
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It's an open system that has no definitive restrictions based on the immediate game design.
 
Oh no it most definitely is Strain/Eldan versus players.
 
Yeah pay attention to the lore.
 
The entire end game of WildStar is ALL Strain/Eldan creations vs the players.
 
 
And this is where much of the problem of the end game design comes from.
We have the factions bases literally right next to each other, and yet all of the end game content is both sides doing the exact same thing.
And the more content we get the more and more prevalent this becomes.
 
It's leaving the idea of a war behind infavor of fighting a common enemy.
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If that was to be, it would first need to be a pvp server only.
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Every end game basis, every major encounter has no Exile vs Dominion setup.
 
Even our major EvD basis is being slowly removed with BGs being EvE DvD and EvD variation queue matchmaking.
 
WildStar is fronting as a dual faction game, but Carbines commitment to it has little to no follow up with it.
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Alright friends, I thought I would say my piece one last time in light of the AMA information from the subreddit. 
 
I posted earlier in this thread that the only thing I was unhappy with regarding stat changes was the lack of cool names for the 6 main stats. Unfortunately after reading the AMA it looks like this is a losing battle. The response was something along the lines of, realizing that to keep the stats they would need to streamline them and make them do the same thing for every class. This of course means certain classes would no longer use certain stats and would have to relearn things, and because of this they decided to just scrap them completely. (paraphrasing, but to my understanding it boils down to that).
 
Personally, that's what I would prefer.
 
A prime example, currently tech is the stat that gives support power to all tanks. It also gives assault power to medics. This means, more than likely, tech would no longer give medics dps in favor of being the tanking "support power" stat. That is fine by me personally. I agree that the stats need to do the same thing for every class. I am also fine having, for example, insight be totally useless unless I'm healing. It's fine to have a stat that doesnt do anything useful for me.
 
I'm a big fan of the new secondaries and overall cleaning up of the stats, but I will still miss these cool names dearly.
 
Just my final .02 / farewell to the cool stat names.	
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Well said, @Kezra - I feel the same way.
 
Those stats give WildStar such a flair... everyone *loved* the idea of stat names that sounded left-of center. It takes a new player 10 seconds to read a tooltip about what they do.
 
I really hope Carbine considers giving these stats names with flair.	
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Well said, @Kezra - I feel the same way.
 
Those stats give WildStar such a flair... everyone *loved* the idea of stat names that sounded left-of center. It takes a new player 10 seconds to read a tooltip about what they do.
 
I really hope Carbine considers giving these stats names with flair.
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If the AMA is any indication, it doesnt look like they will. Plus other players (at least those in the subreddit) didnt seem to care about the name loss :( It's such a shame.
 
And I agree, the tooltips are there! Make the stats do the same thing for every class, and keep the cool names. Going to be boring seeing assault and support on everything instead of insight/moxie/etc
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They should leave sprint as a button, and if they want people to be able to sprint all the time while out of combat then suppress the depletion rate on the sprint bar while out of combat.
 
But we definitely need to still have normal run in conjunction with sprint, especially for explorers otherwise a lot of the jump puzzles are going to be unbearable if we can't fine tune our speed as desired.
			
				
	Edited July 2, 2015 by Shoogli	
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{| class="blockquote"
They should leave sprint as a button, and if they want people to be able to sprint all the time while out of combat then suppress the depletion rate on the sprint bar while out of combat.
 
But we definitely need to still have normal run in conjunction with sprint, especially for explorers otherwise a lot of the jump puzzles are going to be unbearable if we can't fine tune our speed as desired.
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They shouldn't be changing sprinting period.
It's ridiculous to change something that's so uniquely added to the game and mess with it.
I just don't get why carbine is trying so ahrd to mess with stuff that they ought not to be messing with.	
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			Having only paying players be able to create a guild or invite to a guild is a bad idea. Seriously, it's a very bad idea...	
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{| class="blockquote"
Having only paying players be able to create a guild or invite to a guild is a bad idea. Seriously, it's a very bad idea...
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{| class="blockquote"
Having only paying players be able to create a guild or invite to a guild is a bad idea. Seriously, it's a very bad idea...
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{| class="blockquote"
I said this too, but everyone else and their dog disagreed heavily as if this was the worst idea ever.
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Are you going to do something with adventures? There's 1 really good reason why people don't want to do them
 
 
THEY ARE SOOOOO SLOW. Seriously, what's the point of doing 60mins long malgrave, if you can do stl in 12? Not only are they boring, tedious, and long, but also annoying with some unnecessary mechanics that are harder than anything in dungeons(I'm looking at you malgrave, and 2, 4iA, jumping and 1 shoting bosses.).	
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{| class="blockquote"
My understanding behind that is to prevent gold-sellers and the likes from creating guilds to advertise their wares.
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{| class="blockquote"
They can still spam you with arena invites who arent behind a pay wall
 
So they are excluding good social features like Guilds and Circles because of gold sellers and then forget to plug a few other holes... 
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{| class="blockquote"
Wasn't that fixed like 1-2 months after release?
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{| class="blockquote"
Yea, I haven't seen that particular scourge since just after launch.
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			Isn't there also an option that prevents random invites of that nature anyway? I know that a few times I've made alts and had new players joining the game that could not be invited to guilds,circles, and arena groups until they turned said option off...	
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Simply preventing F2Pers from creating a guild or inviting to one is simply stupid, and gold sellers are definetely not the reason behind this.Guilds are not how gold is being sold. Guilds actually have little to nothing to do with gold sellers. I presume it's rather to "force" people into paying for the game if they want to create a community/guild/circle, even though these people are the ones that enrich the community with leading and organized personalities.
If you want to prevent gold sellers you might as well use a "trust" mechanic for the account to see if it's eligible for creating guilds. "Reach lvl 30", "have your acc for one week", "beat protostar academy first" or a combination of those as condition to be able to create a community/guild/circle.
 
If you just put it behind a pay wall you really do something extremely terrible to the game.	
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The reason the devs told us about the guild creation is because of the gold buyers and it was horrible back in the day.  Same thing for circles and pvp arena teams.  I don't think the preventing f2p to do guilds but inviting others to circles and arena teams should be.  Or do something extra so don't get spammed by goldsellers and obnoxious players so can implement this into the game.
 
One thing though that I can see a big reason for the guild thing, is CArbine wants people to subscribe so they can make their money.	
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the fact that people are discussing this so positively when my thread got ridiculous backlash is mildly infuriating.
 
F2P's shouldn't be restricted from creating and maintaining a guild.	
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I honestly think that a level restriction would be fine as from my observation gold spammers/scammers come from two types of places:
Hacked accounts
VERY low level characters from new 
 
2-step and basic self security helps with hacked accounts and level restriction if made high enough removes new accounts from being too much of a problem. Won't get rid of them all, but will certainly help mitigate.
 
{| class="blockquote"
the fact that people are discussing this so positively when my thread got ridiculous backlash is mildly infuriating.F2P's shouldn't be restricted from creating and maintaining a guild.
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{| class="blockquote"
I honestly think that a level restriction would be fine as from my observation gold spammers/scammers come from two types of places:
Hacked accounts
VERY low level characters from new 
 
2-step and basic self security helps with hacked accounts and level restriction if made high enough removes new accounts from being too much of a problem. Won't get rid of them all, but will certainly help mitigate.
 
Shhhh *hugs* shhhhhhhh It'll be okay....*pets gently*
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{| class="blockquote"
I said "Make F2Pers have to be max level first before running and maintaining a guild."
 
 
TERA doesn't have guild creation and maintenance restrictions on F2Pers, and they don't have a guild spammer problem.
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But we all know Carbines stubbornness can border on insanity till poop hits the fan!  	
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I would give just about anything or make any sacrifices to not have gold spammers and bots in Wildstar (again).
 
TERA did a great job killing the bots and gold sellers. 
 
Aion (NCSoft), before I left, was overrun with them. It was awful.
 
I say more power to CRB to do whatever it takes to keep them out.	
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{| class="blockquote"
I would give just about anything or make any sacrifices to not have gold spammers and bots in Wildstar (again).
 
TERA did a great job killing the bots and gold sellers. 
 
Aion (NCSoft), before I left, was overrun with them. It was awful.
 
I say more power to CRB to do whatever it takes to keep them out.
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{| class="blockquote"
I said "Make F2Pers have to be max level first before running and maintaining a guild."
 
 
TERA doesn't have guild creation and maintenance restrictions on F2Pers, and they don't have a guild spammer problem.
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{| class="blockquote"
Basically, yea, a good idea, but it only takes a few days to hit max level, so not sure how much this will dissuade gold sellers.
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			I got a question regarding the veteran rewards. I have been subscribed to the game since launch date and my subscription will run out mid October so technically I should be illegible for the title and mount. My question is will there be a time limit to claim said rewards? I'm a traveler and I expect to be leaving home later this month and I might not be able to log into the game for at least a few months, will my rewards be waiting for me once I get back? Thanks	
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{| class="blockquote"
the fact that people are discussing this so positively when my thread got ridiculous backlash is mildly infuriating.
 
F2P's shouldn't be restricted from creating and maintaining a guild.
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{| class="blockquote"
One thing though that I can see a big reason for the guild thing, is CArbine wants people to subscribe so they can make their money.
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			At this time, i'm just really waiting for them to release a ptr build. F2P is slated for the fall (mid september if i had to guess, but october is pushing it) and the upcoming changes are enormous. With this many changes there's A LOT that can go wrong, and Wildstar can't afford to mess up this F2P launch. So they really need to get a ptr build out there ASAP, and heavily encourage testing, with some kind of rewards.	
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{| class="blockquote"
At this time, i'm just really waiting for them to release a ptr build. F2P is slated for the fall (mid september if i had to guess, but october is pushing it)
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			October so can get the holiday event in the game.	
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{| class="blockquote"
it makes sense to me, F2P is designed around making limitations that push you to spend.
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{| class="blockquote"
Especially considering how heavily reliant on guilds WildStar is.
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{| class="blockquote"
Maybe this won't be such a need in the future, if the quoted stats last year about solo player as a % of player population are to be believed, maybe the dayz of joining a guild to play WS are limited.
 
I already struggle with guilds having the time for new/casual players and content. So many are busy raiding that well... such a large gear/experience/skill gap that I do feel extremely intimidate. If the transition takes these mega raiding guilds in to the new game, I do see issues in how the population could be railroaded towards the old mentality that was and could still be considered, WS Launch mentality, get to 50, skip content because its all about the endgame raidz.
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"It more than just a business model change"
 
These are the words you need to be reminding yourself of, they will continue to chime for some time yet.
 
Seems there is a lot of planned changes at this stage so its hard to rule either much in or out, its certainly a long shot calling a change as 'never'	
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{| class="blockquote"
"It more than just a business model change"
 
These are the words you need to be reminding yourself of, they will continue to chime for some time yet.
 
Seems there is a lot of planned changes at this stage so its hard to rule either much in or out, its certainly a long shot calling a change as 'never'
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{| class="blockquote"
"It more than just a business model change"
 
These are the words you need to be reminding yourself of, they will continue to chime for some time yet.
 
Seems there is a lot of planned changes at this stage so its hard to rule either much in or out, its certainly a long shot calling a change as 'never'
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Your the players making up ideas. Im just trying to remind people about the need for a core change and that given the high number of "casuals" who once did play this game, the need to be in a guild isn't as important to the players and thus there already has been, "shiphand or omnicore anyone" changes to support the play styles of a X% of the possible population.
 
Its ok, you can have your guild experience too no doubt, Its a play your way remember. Have your guild and raiding experience but there will also be, side by side, other playing styles being accommodated for. PVP'er, houso's, RP'ers and the good old, I just like killing stuff while looking good peeps (that could be me :P). Guilding is not included in the signup sheet from memory and certainly won't be on the main course, hence the reason it is behind a paywall because its just a playing style.
 
Group content on the other hand, I agree is in the spirit of the game and in mmo's in general, but again the need to be in a guild to experience group play is not a must and plenty of peeps, at one stage or another have enjoyed the game with being as such, and guess what, this is fine as its a play your way.
 
Same goes for voice comms, not a must and in fact it could be a down right turn off for many a players. I'm sure even the players in mega raiding guilds still enjoy a nice play session without the mic on every now and then. Again this fits some play styles and not others, I enjoy group content, but not talking too much. Do I still pay and want to play, yes... Should I need to for be forced into guild, well this is what seems to be in question, and in my ideal playing style, no guilding is not needed.
			
				
	Edited July 3, 2015 by LordJJag	
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{| class="blockquote"
Your the players making up ideas. Im just trying to remind people about the need for a core change and that given the high number of "casuals" who once did play this game, the need to be in a guild isn't as important to the players and thus there already has been, "shiphand or omnicore anyone" changes to support the play styles of a X% of the possible population.
 
Its ok, you can have your guild experience too no doubt, Its a play your way remember. Have your guild and raiding experience but there will also be, side by side, other playing styles being accommodated for. PVP'er, houso's, RP'ers and the good old, I just like killing stuff while looking good peeps (that could be me :P). Guilding is not included in the signup sheet from memory and certainly won't be on the main course, hence the reason it is behind a paywall because its just a playing style.
 
Group content on the other hand, I agree is in the spirit of the game and in mmo's in general, but again the need to be in a guild to experience group play is not a must and plenty of peeps, at one stage or another have enjoyed the game with being as such, and guess what, this is fine as its a play your way.
 
Same goes for voice comms, not a must and in fact it could be a down right turn off for many a players. I'm sure even the players in mega raiding guilds still enjoy a nice play session without the mic on every now and then. Again this fits some play styles and not others, I enjoy group content, but not talking too much. Do I still pay and want to play, yes... Should I need to for be forced into guild, well this is what seems to be in question, and in my ideal playing style, no guilding is not needed.
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{| class="blockquote"
I believe the point either flew way over your head, or you got lost writing that wall of text, which doesn't mean anything to the pertinence of how prevant and reliant WildStar's design innately is on guilds.
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{| class="blockquote"
You stand in your bubble.
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{| class="blockquote"
...group content design is NOT going anywhere.
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{| class="blockquote"
but I already said this and agree... now your just arguing for the sake of drama rather then debate.
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			 I can see why they don't want f2p players to own and operate their own guilds. For one its an incentive to go sub to start their own guild and two its an incentive to go sub by them joining a pre established guild.. that might influence them to get a sub. Lets not forget the current content will only be free to them.. future dlc's will have a price tag to the free to play crowed.
			
				
	Edited July 3, 2015 by Rebel Angel	
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{| class="blockquote"
I can see why they don't want f2p players to own and operate their own guilds. For one its an incentive to go sub to start their own guild and two its an incentive to go sub by them joining a pre established guild.. that might influence them to get a sub. Lets not forget the current content will only be free to them.. future dlc's will have a price tag to the free to play crowed.
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			So we agree as the players of WS that we do NOT want guild organization to be restricted by any sort of payment?	
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{| class="blockquote"
So we agree as the players of WS that we do NOT want guild organization to be restricted by any sort of payment?
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{| class="blockquote"
So we agree as the players of WS that we do NOT want guild organization to be restricted by any sort of payment?
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			If I'm not mistaken the omnibits they're implementing that can be earned in game count as 'spent money' on the cash shop, which opens up loyalty perks. Now, I kind of imagine it'll take FOREEEEVEERRRR to unlock stuff, 'cause otherwise that's silly, but it gives an alternate to just spending money. You just pay the money for convenience.	
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			Is there a current cap on the /ignore list?   If so, is this going to be removed when F2P lands?	
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I just got a Standard Edition via free code and I do like the suggestions listed in regards to the F2P announcement.  I just hope that this game gets more players due to this change of strategy...since what initially turned me off to this game, despite it being very beautiful, was the subscription fee (I went instead to the B2P GW2). 
 
That being said, I'm looking forward to exploring Nexus :P	
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There's another thing that made me feel very uncomfortable while watching part 2 of "The Road to Free-to-Play".
Around 47:15 in the video, potions are mentioned that would affect drop rates.
No. Just no. Don't do that.	
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{| class="blockquote"
There's another thing that made me feel very uncomfortable while watching part 2 of "The Road to Free-to-Play".
Around 47:15 in the video, potions are mentioned that would affect drop rates.
No. Just no. Don't do that.
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Gear drop rates, or stuff like signs or gold?  
 
I want to know, they mention NCOIN and how you can earn it by playing, but can you use NCOIN on other games such as the new Blade and Soul or other NCSoft games?	
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{| class="blockquote"
Eeeeek they said that?
 
No, no, no, no. and a thousand times no.
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‘Omnibits’ are dropped by some mobs, if you play hours and hours...and hours each day, these should mount up and can be spent in the shop! If you want a item but don't want to wait weeks / months ? You can buy Ncoin with real money from NCSOFT.
 
Flasks will probably work something like those in wow alchemy >> Greater Potion of Luck ( Potion of Luck, 600: Crystal Vial, 3x Golden Lotus): Use: Allows you to sometimes find extra treasure from monsters in Pandaria, Plundered Treasure, and sometimes attracts unwanted attention. Lasts 1 hour. Effect persists through death. (1 Min Cooldown)	
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{| class="blockquote"
 
‘Omnibits’ are dropped by some mobs, if you play hours and hours...and hours each day, these should mount up and can be spent in the shop! If you want a item but don't want to wait weeks / months ? You can buy Ncoin with real money from NCSOFT.
 
Flasks will probably work something like those in wow alchemy >> Greater Potion of Luck ( Potion of Luck, 600: Crystal Vial, 3x Golden Lotus): Use: Allows you to sometimes find extra treasure from monsters in Pandaria, Plundered Treasure, and sometimes attracts unwanted attention. Lasts 1 hour. Effect persists through death. (1 Min Cooldown)
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{| class="blockquote"
Judging from the drop rate of other items like amp points and ability points, the omni bit drop rate, conservatively, will be 1/10000000000000000 mobs.
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			Either that or they'll make some of the Cash Shop items unavailable if you don't use actual money. Trove does that with, you guessed right, cosmetics.	
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			I am personally fine with the unlimited sprint, but I do not like that it is always on. Can we get a check box or something in the options that allows us to set the sprint behavior to what we have now on live? Run speed is normal, hold [sprint modifier] to sprint, and another button for toggle walking. It feels really weird having it on all the time and can't appreciate when you actually go to manually hit the sprint key. This isn't about whether or not sprint should be unlimited, but if we can have the option to turn "always on while out of combat" off.	
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			I don't understand what the point of having sprint at all anymore is. We have dodge for in combat, mounts for out of combat. It's ridiculously annoying to feel so much slower in combat than out of it when I used to feel like I was a sleek ninja fighting at normal speed now I feel like i'm slowing down for no reason. I'd much rather have a sprint button as it gives me more control of my character. It was one of the things I liked a lot about this game to be able to move that way and now that it's gone it's very much a disappointment. I'd say maybe instead for people who don't like to press a button all the time have a key or something for them to press once and then whenever they can sprint it will sprint them. Like instead of always having to press shift they just press it once and they are sprinting whenever possible. 	
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