115637-state-of-the-game-10-10-2014-feedback-thread

== Content ==
			
Hey folks,
This is an open thread for you to post your feedback on Donatelli's new State of the Game post here.
 
Please share with us any feedback you have, but remember to remain constructive and civil. :)
 
Cheers!
 	
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- Overall, sounds very promising.  The last line, where y'all say you're in it for the long haul, I sincerely hope is true (and that NCSoft supports this, as well).  I really adore the game, in spite of some of its more annoying flaws, but sometimes it gets hard to get really emotionally invested in something when the future feels a little dicey.  
 
- I like the additional personalization stuff, and at lower levels.  Will things like this be adapted to housing down the road as well - even if players don't get access to their own housing, perhaps they can at least visit other players to see?  I think it's a great way to draw people into the game, and one of the strongest selling points that makes WS unique.
 
- I think the adjustment to include more smaller group opportunities will be a really good one.  Is there any thought down the road to adjusting the guild leveling experience to reflect some of this shift, as well?
 
Lots of work clearly going into this, and I definitely look forward to seeing the end result.  One final question - will there be any sort of "Try WildStar" or Recruit-a-Friend programs launching when Drop 3 hits, to try and introduce new players into the game?  Thanks!	
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			I think the changes are coming to slowly for most this is the problem, Take a leaf out of your rivals book even going as far as a redesign on their endgame. I love the combat but the endgame is just plain boring right now.	
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			Sounds pretty promising. I hope the next few months will get the game out of the Trough of Disillusionment stage that it's been in.	
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If you look at the metrics of how people are playing WildStar, the vast majority of them aren't running the raiding content - they're playing in shorter intervals, an hour here or there, and not huge blocks of time.  We can split hairs over what WildStar promised to deliver versus what their players are doing and whether they should stay focused on the former or adjust to the latter, but - the fact remains, of those currently playing WS or who have over the last few months, most of them are doing shorter play sessions.  
 
So actually, the changes *are* addressing their player base.  More dailies, more small group stuff, more things you can do in that hour or so, that will hopefully then cause more people to play or perhaps to stay longer - and maybe then that will grow into more longer-term play, aka raiding.  (I looked for the link, will have to keep looking again, on the metrics.  Maybe someone else has it handy, it's a fairly famous data point.)  This seems focused to keep people *in* the game - stuff for alts, stuff to help people new to the game, more content to keep people there longer, and most of all changes that the other 99% of the population can experience too.	
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Player retention is the name of the game here.
 
New content for some, bug fixes for others, and class improvements for others. I am still waiting to hear more info on the changes for the healslinger and would like to see continued communication in the spellslinger subforum regarding more info on the upcoming changes and when these will happen (Drop 3 vs later). It has improved over the past few weeks compared to complete silence on the heal front before so thank you for that.
 
Additionally, the upcoming changes to classes and AP changes could potentially result in an intial drop in healing, survivability, and dps until raiders get reruned and farm their eldan runic whatevers to add additional slots to their gear. I would strongly recommend you consider putting that item on the dungeon boss loot table now to allow players to begin farming the large amount of these that will be required to add rune slots. This would encourage retention in the interim before drop 3 by giving us something else to do and would help prevent raiders from raging about possible difficulties with current content when drop 3 first releases (thereby encouraging retention at drop 3 as well). Please consider this.	
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Oh my...well it all sounds nice and dandy I look forward to it. I'm going to go read the patch notes, but off hand right now...
 
The rental mounts you mention, as a settler we could build these rental mount stations in Ellevar at lights hope chapel. Will you be using that approach or using a different one? If you're using settlers to do this, you should consider increasing the duration on stations built by settlers. Though I'd say the durations need to be increased regardless...	
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Just like you’ve shown your dedication to WildStar, we’re in it for the long haul too. Together, we will continue working tirelessly to make this the best experience for our fans and make Nexus your home for years to come.
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			Something that I think a lot of us would like to be assured of is the presence of itemization changes, like the ones explained here, in drop 3.  There are a lot of assumptions being thrown around, something I know I am guilty of, but I don't think it has ever been explicitly stated what drop we would see the itemization changes in.  Its absence from this post was especially notable, since it makes a great bullet point and is absolutely an issue that a lot of people have with the game right now.	
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Hooray for the content increase for smaller groups.
 
I am loathing the change in naming to require a surname. Some titles are going to look silly. How many more people are going to have variations with "death" in their name. Blech. I guess I'll mention name reservation as a preorder bonus. There has to be a better solution.	
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I love a lot of those changes, and I am glad to see this patch coming. This should hopefully revitalize the community a bit!
 
Two things:
 
A recruit-a-friend link that gives any active sub, say 5 codes a month, would also help greatly in getting people into the game. We need some critical mass for certain things, like Warplots, and we need to reboost the population.
 
The 30 minute cooldown to Thayd sounds great! Except for the fact that that is my scientist's skill too. What are you doing to make the scientist not have a redundant skill that everyone else will have? I know it has a separate cooldown, but really, how often are we going to need port to Thayd within 30 minutes?	
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I think the changes are coming to slowly for most this is the problem, Take a leaf out of your rivals book even going as far as a redesign on their endgame. I love the combat but the endgame is just plain boring right now.
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			Still didn't see any fix the to Butcher's Block. Not that I could tell anyway. And still no real fixes to the economy. Any chances of my coming back are pretty slim atm.	
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			I wish you guys had started on a broader end game much earlier.  I hope you get it installed in time to keep the studio in business.  I'll be playing in the meantime, but avoiding the level cap.  Meet me there with something fun to do, and I'll be happy to stick with Wildstar!	
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I just want to have a confirmation is the AP/SP change coming with this? I'm not sure if I missed it, but I didn't see it in those notes...
 
That's one of if not the most exciting change for me as a warrior tank in combination with the other changes, because when i did testing(back when it was available) it made a huge difference and I feel like the two changes together are what helped the most as opposed to just ability changes themselves; Since bolstering strike if i had the current live SP with the proposed changes would give roughly around 700 shield, but the SP boost would give BS roughly 1,100(rounded numbers) which is quite significant.
 
Sorry if I come off paranoid and silly...	
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Lots of things to respond to, will do my best but some stuff will likely require dev input! 
 
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Two things: 
A recruit-a-friend link that gives any active sub, say 5 codes a month, would also help greatly in getting people into the game. We need some critical mass for certain things, like Warplots, and we need to reboost the population.
 
The 30 minute cooldown to Thayd sounds great! Except for the fact that that is my scientist's skill too. What are you doing to make the scientist not have a redundant skill that everyone else will have? I know it has a separate cooldown, but really, how often are we going to need port to Thayd within 30 minutes?
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I just want to have a confirmation is the AP/SP change coming with this? I'm not sure if I missed it, but I didn't see it in those notes...
 
That's one of if not the most exciting change for me as a warrior tank in combination with the other changes, because when i did testing(back when it was available) it made a huge difference and I feel like the two changes together are what helped the most as opposed to just ability changes themselves; Since bolstering strike if i had the current live SP with the proposed changes would give roughly around 700 shield, but the SP boost would give BS roughly 1,100(rounded numbers) which is quite significant.
 
Sorry if I come off paranoid and silly...
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I'm more than satisfied with what I'm seeing.  If this game doesn't go F2P, you've got my subscription for the long haul.  Hell, if you guaranteed you weren't going F2P for at least a year, I'd shake your hand with the proof.
 
This addresses a half dozen community concerns, and I'm extremely pleased with the news that, in fact, the devs are listening.  The full voiceover work is also a potentially nice addition, though I keep having flashbacks to FFXIV:ARR and wanting to punch Minfila in the face for her obnoxious voice.  I'm cautiously optimistic since only Aurin make me want to start up the woodchipper as far as voiceovers in the game go already.  Still, it addresses people complaining that the conversations at the top of the UI aren't good enough.
 
Making the game more alt friendly by skipping the tutorial and giving players a bit more umph in the first chapters doesn't really affect me (I actually didn't mind the starter zones and felt just fine), but people were complaining about this, so it's good to see that getting addressed.  I'm much happier about the reduced dying costs and the gearing changes!
 
Reduced transmats to the major cities are a big bonus I hear people passively hating on every now and then.  There's a lot here to be excited about, most of all the living proof that you guys are listening and are probably the most responsive development crew I've ever met.
 
Please back up that "long haul" statement though.  I really want to be in this game for the long haul, and it's not how much I like the game or you guys at Carbine keeping me from doing it.	
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			Just the fact that Mike is putting things on the horizon for us makes me want to play it right now! although...i cant friggin wait for the update :) 	
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They have said that the notes are incomplete. I know there have been multiple statements re: how the AP/SP changes are tied into the rune changes and class changes, etc. So I wouldn't be too paranoid.
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I would love one thing: A DATE...
 
Not a timeframe, like Mid November.  I would like a solid DATE...
 
Seems like you are pushing more content in and pushing the release out...
 
For the love of god, please give us a DATE!!!	
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I am happy with what has been posted!
 
So many changes in the patch notes.. so many bug fixes.. *tears up*
 
Really looking forward to it! Thank you. :)	
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I would love one thing: A DATE...
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Liking some of these changes. Especially the voice acting additions - this adds a certain level of immersion. 
 
Any sneak peeks at some of the new loot that will be dropping? Any cool looking new armor skins or mounts? 
 
Also will there be any sort of a stylist option or the ability to change our characters appearance coming anytime soon?	
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I'm happy to see the VO addition. Although I hope it doesn't detract form more important stuff (most of us have heard the accusations pointed at SWTOR for putting such a large part of their budget into it), I think it'll be a good improvement for Wildstar.
 
This game's personality really needs to shine, and those videos with the beat-up troll-looking alien were fantastic. Not just the funnies, but the way he talked and everything, it was EXCELLENT. As a player who rarely has the patience to read reams of text, I look forward to this. :D	
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I'm more than satisfied with what I'm seeing.  If this game doesn't go F2P, you've got my subscription for the long haul.  Hell, if you guaranteed you weren't going F2P for at least a year, I'd shake your hand with the proof.
 
This addresses a half dozen community concerns, and I'm extremely pleased with the news that, in fact, the devs are listening.  The full voiceover work is also a potentially nice addition, though I keep having flashbacks to FFXIV:ARR and wanting to punch Minfila in the face for her obnoxious voice.  I'm cautiously optimistic since only Aurin make me want to start up the woodchipper as far as voiceovers in the game go already.  Still, it addresses people complaining that the conversations at the top of the UI aren't good enough.
 
Making the game more alt friendly by skipping the tutorial and giving players a bit more umph in the first chapters doesn't really affect me (I actually didn't mind the starter zones and felt just fine), but people were complaining about this, so it's good to see that getting addressed.  I'm much happier about the reduced dying costs and the gearing changes!
 
Reduced transmats to the major cities are a big bonus I hear people passively hating on every now and then.  There's a lot here to be excited about, most of all the living proof that you guys are listening and are probably the most responsive development crew I've ever met.
 
Please back up that "long haul" statement though.  I really want to be in this game for the long haul, and it's not how much I like the game or you guys at Carbine keeping me from doing it.
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I read through all the changes, and I apologize if I missed it, but is there going to be a way to key bind "need" & "greed" on the next update?
I know many have suggested it in the past, but couldn't find it on the recent list.	
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			You guys just put a big smile on my face!! :D I can't wait! :D it's amazing what you're doing :D take your time guys and BRING THE SHINNIEES! 	
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What sort of economy fixes are you looking for? If you can link me to a good explanation of the Butchers Block bug/issue here on the forums I am happy to pass it on to Dev.
 
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OK.
]
 
Economy:
 
Problem statement: Everyone vendors mats instead of selling them on the AH. This is a huge issue.
 
Solution: There need to be items in the game craftable with all mats, that vendor for way more than you can get vendoring the mats. In WoW, with 4 Windwool Cloth Blots, I can make a cloak that vendors for 17g. That puts the base price of Windwool Cloth Bolts at just over 4g, way above what you can get vendoring it. And consequently puts a 17g base price on a stack of Windwool Cloth. In WS? Basically nothing you can craft is way above what you can get vendoring mats. There are a few things slightly above, but you ask yourself if it's worth the time to make them.
 
Cheers.
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OK.
 
Butcher's Block:
 
https://forums.wildstar-online.com/forums/index.php?/topic/101955-please-fix-the-butchers-block/
 
Economy:
 
Problem statement: Everyone vendors mats instead of selling them on the AH. This is a huge issue.
 
Solution: There need to be items in the game craftable with all mats, that vendor for way more than you can get vendoring the mats. In WoW, with 4 Windwool Cloth Blots, I can make a cloak that vendors for 17g. That puts the base price of Windwool Cloth Bolts at just over 4g, way above what you can get vendoring it. And consequently puts a 17g base price on a stack of Windwool Cloth. In WS? Basically nothing you can craft is way above what you can get vendoring mats. There are a few things slightly above, but you ask yourself if it's worth the time to make them.
 
Cheers.
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OK.
 
Butcher's Block:
 
https://forums.wildstar-online.com/forums/index.php?/topic/101955-please-fix-the-butchers-block/
 
Economy:
 
Problem statement: Everyone vendors mats instead of selling them on the AH. This is a huge issue.
 
Solution: There need to be items in the game craftable with all mats, that vendor for way more than you can get vendoring the mats. In WoW, with 4 Windwool Cloth Blots, I can make a cloak that vendors for 17g. That puts the base price of Windwool Cloth Bolts at just over 4g, way above what you can get vendoring it. And consequently puts a 17g base price on a stack of Windwool Cloth. In WS? Basically nothing you can craft is way above what you can get vendoring mats. There are a few things slightly above, but you ask yourself if it's worth the time to make them.
 
Cheers.
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			What about the decor limit increase in housing, is it going to make it into this drop?	
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There are items that vendor for more than the mats. I see lots of people spamming trade to buy mats, and I always sell mats on AH, never to vendor, because I get more that way.     
        
Crafting should bring you profit if you sell items that players want, not automatically.
 
If it currently does not, then they need to make recepies more attractive to players, not make it a single player automatic money gain.
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At last new music for housing plots  :lol: ! And since I have 4 main toons (all lvl 46) so far, I'm going to have lots to play with and customize he he...
 
Sorry Jeff, not that I don't like the usual housing plot music : it's really nice, but then I wish I had some Aurin theme playlist on my Esper's plot, then I'm going full Banjo and western stuff for my medic, then farside or eerie like or Eldan for my Spellslinger X-file themed plot, then my stalker will need some Drusera's theme or maybe "2 guns and a frontier" (or whatever it's called, I listen to it more than I read the title anyway  :P !) and then and then...
 
Oh but wait, it's not going to be just one song we choose and it plays over and over right ?
You guys did it right and it's going to be a playlist right ? RIGHT ?
 
Mark ?  :o	
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The vendoring of crafted items should just set a base price. Then they can be traded on CX, like a normal MMO.
 
And 'I always sell mats on the AH, never to a vendor, because I get more that way'. How much more? In fact, I don't believe you. All the buy orders on the CX are most often below the vendor cost for mats. You list way above that and they sell? I don't think so. Anyway, I'm off now. Have a nice day.
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If they publicly stated that they are not going F2P for a year, I too would get a 12 month sub, to put my money where my mouth is so to speak.
 
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At last new music for housing plots  :lol: ! And since I have 4 main toons (all lvl 46) so far, I'm going to have lots to play with and customize he he...
 
Sorry Jeff, not that I don't like the usual housing plot music : it's really nice, but then I wish I had some Aurin theme playlist on my Esper's plot, then I'm going full Banjo and western stuff for my medic, then farside or eerie like or Eldan for my Spellslinger X-file themed plot, then my stalker will need some Drusera's theme or maybe "2 guns and a frontier" (or whatever it's called, I listen to it more than I read the title anyway  :P !) and then and then...
 
Oh but wait, it's not going to be just one song we choose and it plays over and over right ? You guys did it right and it's going to be a playlist right ? RIGHT ?
 
Mark ?
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Bright side is that most, if not all, the music of WildStar was composed by Jeff Kurtenacker. From what little I saw when I was on the PTR before The Defile was removed, it seems like everything you want is available. Not sure about the playlist though.
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And 'I always sell mats on the AH, never to a vendor, because I get more that way'. How much more? In fact, I don't believe you. All the buy orders on the CX are most often below the vendor cost for mats. You list way above that and they sell? I don't think so. Anyway, I'm off now. Have a nice day.
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http://imgur.com/RFYuFrd (EU Ascendancy)
 
My reality does not match your reality.
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"Capital City Transmat spells (Transmat to Thayd and Transmat to Illium) have had their cooldown times reduced from 24 hours to 30 minutes."
 
Scrap this, it's stupid.  There are so many other ways to get back to Thayd that were implemented in the game using your housing, that this should not be reduced to 30minutes.  Put a biodome to Farside, then boom, talk to the guy right there and warp to Thayd.  I have more issues with teleporters in the city being reliant on Settlers, when they should just be up the whole time, rather then getting back to Thayd every 30 minutes.  Scientist Ports?  Sure you can reduce the time, 24hours is a bit excessive, but 30 minutes kinda kills a lot of other cool travel abilities.	
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Anyone seen any sign of a bug fix for the TFBTF poster "The temple of Dak-Buun" not appearing at the house vendor after completion ?
 
I'm not seeing it in the bug fixes  :mellow: but maybe I missed it ?	
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			Good presentation. Hit a lot of positives without needless swaggering. I hope it resonates with lapsed players who happened to stop by for a looksee. I hope some of the media outlets pick it up and run with it.	
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Good presentation. Hit a lot of positives without needless swaggering. I hope it resonates with lapsed players who happened to stop by for a looksee. I hope some of the media outlets pick it up and run with it.
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Well, I read all patchnote and it looks good for me. I like that you want to delete deflect from mortar strike on engineer and I hope that after 4 month of gaming it would be real to use tier 10 on this spell without any bugs. New zones for 50 lvl and new content is a great too, but I am still want to ask one question : WHY there is many costumes in the game on NPC's which players can not use, but can try on in galaxy library addon? Why Carbine created so much good looking clothes, adapt them to players chracters bodies and don't want to let me use it?Carbine, PLEASE, LET US USE this costumes :
 
 
 
 
 
 
P.S. this is just a few of them which you can see on NPC, but can't wear for no reason.	
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*clicks the show spoiler button in Coldsteelj's post*
Dayummmmmmm!
 
 
*ahem* Also I agree...	
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I am still saddened and frustrated by the fact you seem to stick to this ridiculous jump of numbers from 5 to 20 man content with nothing for group sizes in between.
 
There is nothing for a 10-15 man sized guild to do with each other that is worth any time and effort, and recruiting more people is still walled off by the fact raiders who are looking for guilds are going to join established guilds who are already clearing content, not ones who are building rosters. This in turn leads to people leaving said guild or just leaving the game as they play the "waiting" game to do things with said group of people. And no, running dungeons with a part of these people is not a solution as this is not a "guild" thing you can do including everyone.
 
Get some content in for people who aren't 20+ sized guilds but are smaller than that and need stuff to do with each other in PvE that is worth their time. And yes, I'm hinting at some form of raid/dungeon or whatever you want to call it that caters to this size group.
 
Otherwise your update sounds great.	
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Thanks for the update. I really appreciate the openness and that is a major part of why I am still paying for a sub.
 
This post is aimed at Carbine. Others might or might not find it useful.
 
My input is that I did not see anything about PvP. I know that other Dev posts have addressed this issue and am aware that improvements are in the works. It is just that I find it curious that no mention is made in this new "State of the Game" posting.
 
My son quit the game in the first month after launch due to the completely broken PvP. He is a very good, hard core PvPer. (A demographic note: He is not a kid. He is in his 30s) He is the one that got me stoked about this game over a year ago. We both played in the closed beta a lot together. We thought this would be our nirvana game. Then launch and the disappointment in PvP. He bailed, but is keeping tabs on the game and is really hoping that the game lives up to it's potential in the PvP realm.
 
We both have raided more than either of us wants to admit (WoW). Our raiding days are over. No MMO could ever entice us back to that grind. PvP is where its at for gamers like us.
 
I'm a bit different in that I kind of enjoy the ride to 50 and like to explore the different aspect of trade skills and such. So I am just leveling alts to 50 to learn the different classes. If PvP get fixed, I'll pick one as a main to do my best to slaughter, mame and disfigure all foolish enough to stand against me. That is IF PvP get fixed.
 
My son on the other hand is all about PvP and only farms or gets into trade skills to support his character so that he can afford repair bills.
 
That's it. It's all about PvP or nothing for him. I am sure he is not alone is this regard and that there likely is no small number of players who would jump back in IF the PvP aspect of this game received the love it desperately needs.
 
Take the input for what you think its worth.	
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			Looked below "Housing" and even did a search for keywords but didn't find any mention of the fixes that I'm looking forward to most of all, namely the increase of max decor items inside/outside/in the crate/lights. Please please please don't tell me we have to wait even longer for this!	
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Thanks for the update. I really appreciate the openness and that is a major part of why I am still paying for a sub.
 
This post is aimed at Carbine. Others might or might not find it useful.
 
My input is that I did not see anything about PvP. I know that other Dev posts have addressed this issue and am aware that improvements are in the works. It is just that I find it curious that no mention is made in this new "State of the Game" posting.
 
My son quit the game in the first month after launch due to the completely broken PvP. He is a very good, hard core PvPer. (A demographic note: He is not a kid. He is in his 30s) He is the one that got me stoked about this game over a year ago. We both played in the closed beta a lot together. We thought this would be our nirvana game. Then launch and the disappointment in PvP. He bailed, but is keeping tabs on the game and is really hoping that the game lives up to it's potential in the PvP realm.
 
We both have raided more than either of us wants to admit (WoW). Our raiding days are over. No MMO could ever entice us back to that grind. PvP is where its at for gamers like us.
 
I'm a bit different in that I kind of enjoy the ride to 50 and like to explore the different aspect of trade skills and such. So I am just leveling alts to 50 to learn the different classes. If PvP get fixed, I'll pick one as a main to do my best to slaughter, mame and disfigure all foolish enough to stand against me. That is IF PvP get fixed.
 
My son on the other hand is all about PvP and only farms or gets into trade skills to support his character so that he can afford repair bills.
 
That's it. It's all about PvP or nothing for him. I am sure he is not alone is this regard and that there likely is no small number of players who would jump back in IF the PvP aspect of this game received the love it desperately needs.
 
Take the input for what you think its worth.
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Vic,
 
Your post points out where I was wrong in claiming no mention of PvP. Specifically, the change in ELO loss.
 
My post was more to express my thinking that Carbine lost a lot of subs due to the less than stellar state of PvP at launch and that perhaps the topic deserves a prominent mention in any "State of the Game" posting.
 
That it did not get much mention could be taken as the issue not being a top priority for Carbine.	
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Vic,
 
Your post points out where I was wrong in claiming no mention of PvP. Specifically, the change in ELO loss.
 
My post was more to express my thinking that Carbine lost a lot of subs due to the less than stellar state of PvP at launch and that perhaps the topic deserves a prominent mention in any "State of the Game" posting.
 
That it did not get much mention could be taken as the issue not being a top priority for Carbine.
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OK, fair enough. I should not have said 'All' . I should have said 'nearly all'. Galactium Chunk is an exception because of Lopp Houkak.  By giving that example, you're agreeing that there should be things like Loop Houkah for every single crafting mat. This would lead to lots of other mats going above vendor price also.
 
Thank you for agreeing with me.
 
And, btw, even with Galactium Chunk, that's not even double the vendor price. What I'm suggesting is things that would make the base price about 4 times the mat vendor price. Then you'd be able to sell yours for at least 80s each. Now, we're talking a real economy.
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Vendored crafting materials are materials that are not getting used in crafting by players. If players can't get their crafting materials quickly via the auction, they will craft less. If they craft less, there will be less things on the auction. Less things in the auction means less offer. Less offer means less competition. That result in greater prices. Greater prices means less buyers. And those who want to buy will feel the need to get money by vendoring their crafting materials instead of selling them to other players. 
I forgot where I was going with this. So here's the conclusion: pickles! Lots of pickles. For no reason!
 
Anyway, I'm mostly glad about this. The reduced cooldown on the city teleportation skill is a good thing, since I think I used it once a week and instead used the loading screens...oops, I mean..."travel ships" instead to get to the main cities. It should certainly cut down on ships -I mean- loading screens and thus be far less annoying.
The possibility to skip the tutorial will be great. Now we just need more levelling paths to be truly alt friendly. I don't think I ever bothered with the runes at low levels since gear doesn't last long, so I can't say I'm seeing the advantage to those changes at such low levels. 
Also, cheaper dye prices! I hope that means that dying will cost no more than 10 gold no matter the dye, instead of a crappy "Oh, yeah, we cut a 10% of all prices!" or something like that. At least I hope they mean that it won't cost as much money as you can make with a full daily quest cycle.
 
What I'm skeptical about the "solo content". I'm expecting it to be more clumsy repetitive dailies that, considering the new quarterly schedule, will -probably- require 3 or 4 months of grinding before you can get anything worthwhile out of them.	
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"More gold will be rewarded for activities at the lower levels, giving players more currency to play with, buying new housing items, gear and other fancy doodads"
 
While this is nice....what's being done for players who are already at lvl 50? 
 
A big part of the reason a lot of us, at least for me, its that when you get to lvl 50, everything you do in game doesn't feel rewarding at all. Giving you the illusion that there's nothing at end game besides raid content (the raid or die mentality). Dungeons, adventures, dailies, events, PvP, etc....none give good rewards. Rewards don't only need to be all about gear, you can give us more housing decor and fabkits, dyes, mounts, mount flair, costumes, food, buffs, more gold, etc. While yes we get some of that stuff already by doing those activities...they don't give enough for it to mean anything. The decor, fabkits, dyes, mounts, mount flair, costumes, etc all need to be unique and cool enough for players to specifically want to spend their time doing those activities. Players will do something just so many times, just for fun, until they get bored because there's nothing to look forward to at the end of the tunnel. 
 
I would also actually rework the dungeon star system. The star system serves as a big overwhelming wall for new players wanting to get into dungeons. This star system creates two problems:
 
1) New players being afraid of entering dungeons for the fear of not knowing the fights.
 
2) Seasoned players expecting for everyone to play flawlessly, and when someone messes up (no Gold star anymore), it makes the player who messed up feel bad. You don't WANT players to feel bad for playing your game! Messing up already makes the player feel bad, no need to kick the player while he's down!
 
If Carbine wants the star system no matter what, then the only difference that there should be is the amount of bonus Gold you earn at the end. This way, organized groups will still see a reward for playing well, and pug groups will be much more enjoyable and will have a bigger player base to draw from.	
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			Piece of advice: If it is not before November 13th, don't bother...	
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I am very excited for the improvements y'all are sending our way. It helps me feel really confident in the direction of WildStar and the motivations of the developers. So yay!
 
I am concerned that the AH/CX functionality may be getting overlooked? Searching for things on the AH is a horrendous experience currently (especially housing items!).
 
Can we also expect to see improvements in the costume system on the horizon? I understand much of the focus for this drop is on getting bug fixes, but it was communicated to us in beta that things would be improved upon. It would be very nice to know that this hasn't been forgotten.
 
Aaaaand I really have to bring it up everywhere: cross-faction housing and mailing! D: Please tell me this is in the works.
 
Anyway, things are looking great. I love that a lot of focus from Donatelli is going into pushing story development. As a roleplayer, this means a lot. I love seeing and experiencing lore! Keep up the great work.
 
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The possibility to skip the tutorial will be great. Now we just need more levelling paths to be truly alt friendly. I don't think I ever bothered with the runes at low levels since gear doesn't last long, so I can't say I'm seeing the advantage to those changes at such low levels. 
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			I must have missed it because I did not see any changes to the attunement process. If I did please let me know.	
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 Starting with Journey to OMNICore-1, NPCs will be fully voiced, making the story easier to digest and more immersive. Our top-notch cinematics team has been hard at work providing even more great video content in this update, making the story come alive with some of our best cinematic scenes to date.
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I must have missed it because I did not see any changes to the attunement process. If I did please let me know.
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Looks very promising.
 
But one question, I read earlier changes to Esper abilities and such. Are these changes pushed? I really hope they are coming this drop =(	
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Looks very promising.
 
But one question, I read earlier changes to Esper abilities and such. Are these changes pushed? I really hope they are coming this drop =(
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Not sure if this was already asked, but this was a little confusing.
 
Completing Veteran Stormtalon's Lair or Veteran Ruins of Kel Voreth and earning a gold medal now each reward a single-use AMP Upgrade.
Completing Veteran Skullcano or Veteran Sanctuary of the Swordmaiden and earning a gold medal now each reward a single-use Ability Tier Unlock.
Does that mean each player will receive an amp/ability point upon completing gold? Or will we still need to do 5 successful runs to receive them all?	
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At last new music for housing plots  :lol: ! And since I have 4 main toons (all lvl 46) so far, I'm going to have lots to play with and customize he he... Sorry Jeff, not that I don't like the usual housing plot music : it's really nice, but then I wish I had some Aurin theme playlist on my Esper's plot, then I'm going full Banjo and western stuff for my medic, then farside or eerie like or Eldan for my Spellslinger X-file themed plot, then my stalker will need some Drusera's theme or maybe "2 guns and a frontier" (or whatever it's called, I listen to it more than I read the title anyway  :P !) and then and then... Oh but wait, it's not going to be just one song we choose and it plays over and over right ?You guys did it right and it's going to be a playlist right ? RIGHT ? Mark ?  :o
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Not sure if this was already asked, but this was a little confusing.
 
Completing Veteran Stormtalon's Lair or Veteran Ruins of Kel Voreth and earning a gold medal now each reward a single-use AMP Upgrade.
Completing Veteran Skullcano or Veteran Sanctuary of the Swordmaiden and earning a gold medal now each reward a single-use Ability Tier Unlock.
Does that mean each player will receive an amp/ability point upon completing gold? Or will we still need to do 5 successful runs to receive them all?
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There will be 1 drop that anyone who has not won already will be able to roll on in the group...
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			Is the item limit change for housing in this patch?  I didn't see it in the notes.	
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			Also, is there any indication of a timeline?  A rough estimate of when we might see drop 3 with all its changes?	
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But is that not the current system we have in place? The reason I'm asking is because it's confusing to add patch notes for things that are already in the game.
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Yes. A very large portion of the patch notes are changes that were already put on live in previous patches or duplicate entries (go check out how they put Spellslinger changes literally twice in a row) in order to fool people into thinking that they upcoming patch is more substantial than it will really be.
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The Patch Notes we posted are VERY rough and don't include everything going into the next drop/etc. I will speak to Evan and see if he can confirm if any parts of the linked post are making it in for this next drop.
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We originally tried aiming for a Drop 3 release, but it quickly became apparent that it wasn't going to happen at the quality level we're aiming for.
 
The Raid/Veteran itemization changes are essentially redoing our entire end-game itemization plan from scratch. It's more than just changing a few stats on items. We're coordinating with the Combat/Class team much more closely to try to get some changes to how stats affect your actual character (Grit comes to mind immediately). We're reorganizing loot tables so you don't get the same mini boss drops 4 times in a row. We're adding a new currency to Veteran Dungeons and Raids so that upgrades are no longer locked behind time-gated Elder Gems (Elder Gem gear rewards will be moving to either this new currency or Renown). We're adding a new vendor system that allows you to trade non-currency items (i.e. slot tokens) to a vendor for gear upgrades.
 
And all of these changes are directly connected to a number of other systems changes and new systems we're introducing in Drop 4 (which is tentatively scheduled for sometime in January) - new things like Contracts and the Eldan Forge, updates to World Loot, Challenge Rewards, and currency systems like Renown and Reputation.
 
We took a good long look at WIldStar's itemization plan and the feedback from players about the issues it has/had and are attacking those issues from multiple fronts. The Rune changes were something we felt would could squeeze in separately from the rest of the overhauls, so they made it into Drop 3. The rest will be coming in Drop 4. I'll be going into greater detail about the Drop 4 changes and updates after the release of Drop 3.
 
Thank you guys for your patience with us. We know you are frustrated and want all the cool stuff we're working on now. We totally understand, we play WildStar too and it's super frustrating to play on Live and know there are changes on your work machine that add this new system or make this other system better.
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Anyone notice that there is no REAL negative posts here?This Game is dead, i logged into the "MEGA" server to find a desert wasteland. Back to WoD I go. thanks for the waste of $14 to check in on the STATE OF THE GAME.
 
moderator edit: content 
			
				
	Edited October 17, 2014 by Chillia	
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I was just replying to another thread as it was locked out and directed to another thread in the tradeskills section that is really irrelevant to the point. Since my reply is relevant to the state of the game i am dropping it here.
 
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Carbine posted the rune changes on August 12, 2014.
 
It is now October 21 and there is still no change.
 
Does it really take a whole development team months to make a few graphics and systems to allow the rerolls?
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It looks all good.
 
However there is one thing I'd like to se a change in. I would like to be able to reset 1 AMP at the time, without having to reset the whole AMP set.
 
That's it :)
 
Have a good one!	
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			Why does this game seem so dead?? I que for practice grounds and get nothing. I never run into anyone in the enviroment. What is the deal? is something up with ques? I like the game, but no one plays? is this just a bug?	
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Why does this game seem so dead?? I que for practice grounds and get nothing. I never run into anyone in the enviroment. What is the deal? is something up with ques? I like the game, but no one plays? is this just a bug?
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Why does this game seem so dead?? I que for practice grounds and get nothing. I never run into anyone in the enviroment. What is the deal? is something up with ques? I like the game, but no one plays? is this just a bug?
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			Awesome Idea, which means the developers will never let that happen here.  But, awesome idea all the same.	
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Perhaps a state of the game regarding "current trends" post Megaservers illuminating whether NCSOFT still has faith in the game is warranted at this point.
 
Will this game go "hybrid model" or "out right F2P"?
 
That is the current burning question at this point for me.  WS seems to be following "a trend" that we have all seen before ( well those of us that have been playing MMORPGS for many many years ).	
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While I would absolutely LOVE for the F2P issue to be put to rest, once and for all...
 
They can't come out and say "WS will not go F2P" mostly because, as a business, it wouldn't make sense for them to cut off a possible future course of action entirely. This is especially true because the game is still in a very uncertain place right now. So while I have no doubt Carbine has plans and dreams for where the game will be in 3/6/12 months, they're not necessarily going to be able to accurately predict its future. The other unfortunate situation would be for Carbine to make the promise and then have NCSoft step in and force their hand (fully dependent on how much influence NCSoft actually has).
 
They could also say "WS will not be F2P within the next X months." Well...that's useless, because then we'd have the same F2P speculation threads as we do now, just with a timeframe of (X+1) months.
 
So, at most, they can say "we have no intention of going F2P at this point" which is pretty much what they said in the one Massively interview. Unfortunately, that's probably the most straightforward answer we're going to get.	
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hi all.
 
Sitting here waiting to be able to log into Thayd. Still waiting. 2 hrs later - still waitin!
 
I really do not know, if to cry or laugh. It is just sad.
 
There have been many interruptions  lately, disrupting raid progress and raiding in general. Please, just make it stop...A lot of us have had enough, we will start looking for other games - games that are up and running where you can play.
 
So. Please already. Just...make it stop.
 
 
/Es
 
:/	
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I would like to know more about your raiding plans, particularly your raiding schedule.
 
A quick background: Established 20 man raiding guild Lokes List, killed Ohmna on 2 days a week by end of September. Game started losing subs, alot of people stopped due to no clear progression available that didn't entailed either rolling into another guild or doing an alliance (I think we tried about 7 alliances, and we also absorbed 4 other guilds. Players stopped as fast as we could absorb them, and not due to a toxic environment in the guild or anything, simply disillusionment. Then stopped raiding, rolled into Our Sick Story, had 70 active raiders when System Daemons fell, then literally the week after, we had problems even getting 40 people into a raid. OSS caved last week, some people going back to WoW, some moving on to the next 40 man guild, Immortalis on Jabbit EU.
 
So.
 
As more and more guilds die and remaining members roll into other guilds, the possibility of raiding 40 man is dwindling fast.
 
I would really, really like to see 2 things about the state of the game.
 
1: That the recent resurgence of 40 man bosses being killed is not being misunderstood as "yae, 40 man works". It does not. If you have any doubt of this, look here and see how many guilds have gone inactive for logging: http://www.wildstarlogs.com/servers/6/. And take Our Sick Story off that list, officially dropped Wildstar last week. 
 
In other words, please confirm that you've understood that future content will be 20 man mainly, and that 20 man will have a clear progression path that does not include any 40 man at all (I would suggest to never do 40 man again).
 
2: Please outline a plan of progression raid instances. To gain enough faith in Carbine and Wildstar to be willing to go through the pain of setting up a raiding guild again, and to see that this is a worthwhile effort, we need to see an expected release plan of not only the next 20 man instance, but at the very least an indication of when you intend to release the one after that (subject to change, of course).	
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About 90 minutes in queue, queued as tank / dps.  
 
I hope that doesn't happen tomorrow.  It's getting to the point where I'm starting to ask myself why do I bother.	
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			god i hope 40 mans are not off the table, just because some of us have not gotten there yet does not mean it is not our end goal for this game.	
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