124480-please-read-my-ideas-to-help-wildstar-prosper-no-f2pb2p-here-please

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Hello!
 
First and foremost: Thank you for reading!
 
I would like to begin by saying that english is not my first language, so please do disregard any grammatical or semantic errors. Or correct me, with a explanation why (I am always trying to improve) .
 
As the title says you won't find here any discussion on B2P/F2P. There are enough post about that already and I don't understand gaming monetization well enough to partake in such discussion. Whatever the future of Wildstar holds, Carbine has already decided, I bet my right mag pistol on that.
 
Because of my timetable (I blame my always changing working schedule), and me being a brazillian player, I have yet to be able to play on american prime time (I work on all days of the week). By the time it comes, I am already in bed (10pm GMT +3). Because of that I get Random Dungeon/Adventures pops every 20-50 minutes on average (odd playing times). I have yet to get any PvP queue to pop. Sometimes I get to play on oceanic prime time (late morning for me).  The waiting times are 10-25 minutes on this occasions. This game needs more player on odd times, it really does.
 
 I have 130 total game hours on my spellslinger and 140 hours on my warrior. I am leveling an esper and an engineer now. I played on beta, and quit after a few days when the game went live. The reason is that I had a Intel processor on beta, and early release, but it died on me and I decided to go for a amd processor (of all stupid decisions...), which sucked on Wildstar (I couldn't play at all). Returned because I made a new PC (Intel FTW), and my brother commented on Drop 4 comming to Wildstar which got my renewed interest.
 
It is with all of that in mind that I compiled this ideas, in hope that they would attract more players to this awesome game. A game that deserves to be played.
 
This is a set of ideas, some mine some not, that I BELIEVE could help improve Wildstar for casuals. They are born out of my love for Wildstar, the desire to see this game flourish and a great deal of brainstorming with my brother. This concepts are rough, in dire need of improvement, so please help me out, be constructive. I do not pretend to have all the answers, or that my ideas are even viable. They are just that: Ideas!
 
It is my hope that someone at Carbine read this, and find some of the ideas here a good thing to add in Wildstar. 
So, no more delay, let us begging.
 
 
Chapter 1 - The easily implementable.
 
This chapter is composed of changes that I believe could be more easily implemented (to varying degrees). The ideas here described are my best bets to easily add content and proper rewarding based on time, not difficulty (leave that for raids). 
 
All things were created with the casual player in mind. For I am on of those players. I have yet to do any raids, so I have no experience on them, thus I have no idea on how to improve raids.  
 
I also don't have any ideas on PvP, not because of any desire to play, but because, as I said, can't get the Queues to pop.
 
 
1.1 - Monster Level Rally 
 
This is the same concept that already exist in other games, but in reverse. Instead of the player level getting downgraded to the creature level, it should go the other way around. 
 
How? Simple: Computer today are fast, blazingly so, so let us assume all Creatures in Wildstar start as a blank. They are just a possiblility. That possiblility is decided when the creature is attacked by a player. Let us says this player level is 50, the moment he attacks a creature, any creature in game, the game does a quick calculation, in accordance with a preexisting table of stats for Mobs, and brings this attacked creature on par with the attacking player. This can be done quickly, with little problems, I believe.
 
Why not just downgrade the player level? Well the leveling process exist to make the player feel stronger. That feeling quickly evaporates when you wish to see earlier content, and your character gets downgrade. It sucks, badly... The reverse, rally the monster to our current level, eliminates this feeling, and helps add replayability to the game.
Monster rewards should be, of course, level appropriate.
 
 
1.2 - Daily Quests
 
How many here have wished to go back to earlier content only to find it dead? I sure did. After you complete a zone, there are no reason to go back, save for world bosses and events (more on that later).
 
My idea, I believe, could be easly implemented. Do you remember all those task quest we did while leveling up? I do, and some of them were awesome. So what if all those Task quests got turned into Daily quests? Quest that give level appropriate rewards, of course. Wouldn't that create a massive influx of replayable content to the game, with a simple modification?
Now I would have a reason to go back to farside (loved it), algoroc, wilderun, etc.
 
I mean, really, how difficult could that be? Please Carbine, if nothing else, consider this one, please?
 
 
1.3 - Time Based Rewards
 
A simple concept, that could put to use all that data that Carbine has sure collected by now. All rewards so be given in accordance with the time put by the player to complete the activity.
 
Sometimes I feel that Wildstar does not correctly reward me for my time investment on the game. Don't get me wrong, I love playing the game, but the rewards for doing activities could be better.
 
Challenges, random dungeons rewards, veteran shiphands and adventure should have their loot table reviewed. More on this next.
 
 
1.3.1 - Challenges
 
Some challenges reward us well enough (with dyes and other rare stuff), but the great majority are underwhelming in their reward, especially at later levels. Add to then monetary recompenses be it gold, elder gems, renown, etc. Give us a reason to do them. And remember: More time invested = better rewards.
 
 
1.3.2 - Random Dungeons Rewards
 
This is a great idea, but sorely lacking in implementation. The rewards are too little to actually grab the player desire. 
How do I know this? I always use it when trying to get a pub for dungeons and, at least for me, in 4 out of 5 times I get Stormtalon's Lair. Either the RNG is broken, or player base don't use the random feature, prefering the dungeon of the choice (which appears to be SL...).
 
How much should this rewards be increased? I don't know, but Carbine sure has the data to work with (more time = more money). On my opinion, at least triple the gold and glory rewads.
 
I believe the same could be said for random adventures and shiphands.
 
 
1.3.3 - Veteran Shiphands and Adventure
 
Let us be frank. The reward of them suck! I can get better gear by reputation or crafted gear, and quickier too!
 
The only reason I do them is because some of them are fun and/or I need the ability/amp points. But I really don't expect any rewards. And that is not a good way to attract players to activities. I'm sure this has been said to exhaustion, but player this day need incentive to replay content. Good rewards are always the best incentive.
 
So give us more gold, better gear, more renown/glory (for shiphands, adventures should give us glory).
 
I also believe that Adventures should be soloable content. Sure, if you play it in group we get better/more rewards, but adventures could be a great addition to solo content in the game. And it wouldn't be so difficult to add.
 
 
1.4 - World Bosses and Events
 
Right now there are no reasons to do them at all. How to fix this? Monster Level Rally plus Level Appropriate Rewards. This should attack max level player to this activities.
 
Furthermore, like events, world bosses should also have symbols on the world map indication that they are available.
If you guys need more, just take a look at Guild Wars 2. I leveled to 80 an Elementalist, a Warrior and a Guardian. I lost count on how many world bosses I did on them. Sure I lost leveling time on them, but it was fun. And that is why casuals play games. To have fun.
 
But wait, what about those low level players who want to get some action? The bosses/events will probably be higher level, they will be squashed! Worry not this is easy to fix! Rally the low level life, shield, damage and resistances to the event/bosses level. Like and aura or something that give this low level player the boost they need not to die. 
And, of course, give ALL those involved the appropriate rewards for their level and time invest. After all 'how doesn't like shinnies?'
 
 
1.5 Elder Game
 
This too was an excellent idea but, I believe, end up somewhat lacking.
 
The first problem is the hard time gating on Elder Gems acquisition. To me, that's beyond frustrating. 180 gems I can get in three days tops, most people can get it in less (I'm a 'filth' casual, I know xD).
 
Hard content gating, like all insurmountable barriers IRL, are irritating. An irritated player has a greater chance to become a non-player. Wildstar can't afford to lose players. Also when I see all those high elder prices, and that barrier becomes depressing. That's even worse...
 
The solution? Soft gating. For example: Every week I can get 200 gems with experience (let us excluded other means of gem gathering). After those 200 gems, if a want a 200 more gems I will have to expend double the amount of XP (or 50%, 75%, any number that makes sense) to get them. This way, if I am willing to put more time in to it, I can get as many gems as a want.
 
It is a human characteristic to want to overcome obstacles. And when we do overcome them, we feel good about it, great even. And that is good for a game, for people always want satisfaction when playing. Insurmountable barriers, are a great way to annoy and loose players, in my humble opinion.
 
 
1.5.1 - Elder Gem Rewards
 
With a new system for Elder Gem acquisition we also have to change the rewards.
 
So already have dyes bags (we love them), but the value of them would need to be reviewed. We have LAS slot (and we need more, really). We also need more costume slots (I lost count on how many player have already clamor for this). A gear slot system would also be a God send and with it we would need more slots too. And whatever other QoL improvements  there maybe be, they could be add for Elder Gems. 
 
Perhaps even the ability to exchange Elder Gems for gold, renown or glory , could be a nice addition.
But please no hard limits. You can increase the price of things exponentially if you like, but do not hard gate us.
 
 
1.6 - Player rewarding
 
1.6.1 - Partial Primal Pattern
 
This should drop on all bosses, be they open world, shiphands, adventures, dungeon and raids.  Why?
 
Vessel of Various Valuables (X Partial Primal Patterns)             Contains one random item e.g.: Greater Quality Runes, Dyes, Decour, Glory, Renown, Gold;
 
Hopper of Hued Hardware (Y Partial Primal Patterns)            Contains either one purple gear (Veteran Dungeons Item Quality, class specific) or a small change for one entry level             raid gear (Genetic Archives Item Quality, class specific).
 
This would need to be properly balanced, but it also represent another way to reward players. Again, we all love shinnies. It doesn't matter if they are usable or not, I love seeing my bag full of shinnies after doing dailies, or other activities.
 
 
1.6.2 - Renown and Glory
 
Remember all those new daily quest available to us thanks to the the task->daily conversion? Well, they would still give reputation rewards, that probably are in Beloved already. What to do? Once beloved is reached, change the reputation gain to renown, using the good formula: more time to finish a quest = more renown. 
 
Glory should be awarded in all group instanced activities. This mean Group Shiphands, Adventures, Dungeons and Raids.
We also would need more rewards to spend are renown and glory. Decors, mounts, costumes, etc. So please, give us more cowboy hats. The wangler headpiece does not count, its ugly and shabby looking. Come on, you guys are american. All those movies about the Old Wild West should give inspiration on this. John Wayne, Clint Eastwood, and so many others.
 
 
Chapter 2 - The NOT so easily implementable.
 
 
This part consist of ideas that could be a great addition to Wildstar (on my opinion), but are also much more difficult to do. They would require massive rewrite of existing systems and the addition of new one.
 
 
2.1 - Items
 
2.1.1 - Items attributes
 
The idea here is to add more variation on items stats within content brackets. For example:
Blue Quality Mag Pistol (crafted):             Assault Power: Variable, from 800 all the way to 1000
             Finesse: Variable, from 50 all the way to 80
             Secondary Stats: Variable, from 20 all the way to 40
Shiphands/Adventures/Dungeons Purple Mag Pistol:             Assault Power: Variable, from 1000 all the way to 1300
             Finesse: Variable, from 80 all the way to 130
             Secondary Stats: Variable, from 40 all the way to 80
 
And so on. The numbers I just gave are just an example. By having items with a greater possible variation in stats would also give the player a greater arrays of options to procure, creating for them more reasons to replay instanced content. It doesn't have to be new items, the same item could have all that stat variability.
 
I won't be giving raid examples, because I do not raid. But you guys get the gist of the idea.
 
 
2.1.1 - Item Decay
 
This section is only with casual content in mind. I have no idea how this would behave in raid settings.
I'll probably get a lot of fire for this but please read everything. Please. This idea was born out a new MMORPG that I've been following. The name of the game: Crowfall. 
 
One of the problems within MMORPGs this days is "Item Permanence". Once I get the best items some form of content has to offer, I no longer NEED to run that content, it becomes superfluous. Sure I can still the run that content for fun, but how many player do that? Let us be honest, those are too few...
 
How to fix that content depreciation? Read on.
 
Plenty of games have item durability that can be repaired for coin, but what if it wasn't quite so easy to patch up that gear and over time it needed to be replaced? Equipment will take small/medium amounts decay from use in combat and small/medium amounts of decay when the player is killed in combat. You would be able to repair equipment which will lower its max durability each time it is repaired. Once it reached zeros durability the item becomes unusable. Disassembling an item with lowered durability would give us less items, to avoid player waiting to disassemble item at the last possible moment.
 
The amount of decay would need to be fine tuned for each item bracket. The easier an item is to get, the sooner it would break down. Also items would need to drop a lot more frequently for players to substitute those item lost. 
 
This may be a radical idea, and I don't know how many players would accept it, but I do believe that this would create a massive drive for casuals do do all kind of content, again and again, just to replace those items they would be losing to decay. Couple that with Gear Slots, and bingo! You would have a great way to stimulate player to replay content.
 
 
2.1.2 - Item Loot in group content
 
Having in mind that items now decay permanently it becomes necessary for items to drop more frequently. This would need to be fine tuned, taking in mind the rate of decay on the item and the time necessary to acquire that the new one.
 
Also to ensure that player would be rewards constantly loot should be giving on a individual basis. I shouldn't have to compete with other players for loot. Carbine do you have an idea of how frustrating it is to run a dungeon many times for an item to drop and when it finally does someone else get it because of his RNG were better than mine. Sure the guy who got the item is happy, but for each one of those there will be another player who is frustrated. Using that to force someone the replay the game is not a smart move. Positive reinforcement is the way to go.
 
Group loot should exist for things like: extra Partial Primal Patterns, Eldan Modules, Tarnished Eldan Gifts, Dye Bags, etc.
 
 
2.2 - Faction
 
2.2.1 - Faction Specific Maps
 
Dominion Zones:             Crimson Isle level 3 - 6 
             Levian Bay level 3 - 6 
             Deradune level 7 - 14 
             Ellevar level 7 - 14 
             Auroria level 14 - 22  
Exiles Zones:            Northern Wilds level 3 - 6 
            Everstar Grove level 3 - 6 
            Celestion level 7 - 14 
            Algoroc level 7 - 14 
            Galeras level 14 - 22  
 
Seriously guys?!? All that content, for only one faction? In this day and age? Bad design is bad. How to fix this? This is Nexus, a world at war, there are plenty of place here exiles base could be put on dominion zones, and vice versa. 
 
Want an example: On galeras there is, right at the beginning, a Dominion invasion going about. Exiles player get to help NPCs on protecting Thayd and the Tempest Refuge. It would be easy to have Dominon base giving Dominion players quest to help NPCs attack Exiles forces.
 
There is plenty of content, on both sides, that could be reused for the opposing faction.
 
 
2.2.2 - On Faction Change
 
Ever wanted to play a aurin on dominion side? Or Chua on exiles? Now you can! It doesn't need to be complicated, just add a NPC that lets you change faction. For player still the Arkship it would be free of charge. Also, on changing faction you loose all you current progress with faction aligned with the one you are leaving.
 
But that would not be cannon!!!! Really, you mean to tell me that there are no mercenary among the Aurin, willing to do anything for money (or the shinnies)? Or that no Chua can have a change of heart (they do have a heart, I hope), and embrace the green?
 
Come on, how cool this could be? Be sincere with yourself!
 
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This is it... For now...	
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Nice writeup.Few points:Upscaling mobs: IMHO that will be much harder to do right than downscaling, as I see that you played GW2 you know that even downleveled you can "feel" the difference and content is a little easier than on level.
 
Item decay: I like that but, it won't work without moving most of the items to the crafting side instead of loot drops, replacing broken items will become very tedious if one is forced to re-run content regardless how much fun it is. Having the items crafted will reward people who like to craft and create much better in-game economy -- I'm even for the stripping down players of all of the items (and from bags) like in EVE on death, it adds a lot to the feeling of danger in the game world.	
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Item decay does not work in a Theme Park MMO's since it's all about vertical progression.  
 
If the game was like Darkfall Online or SWG back in the day then yea, since those game were not gear and raid based MMO.	
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Nice, although honestly, I can shorten up how to grow this game without going b2p which is my favorite payment model.
 
Recruit a Friend system, invite a friend, they get a free month plus 100% boosted xp, then they keep the account if they sub.
 
Keep producing 3 month drops, the more the merrier, and slowly people are realizing how much better WS is getting.
 
A marketing/PR push. Commercials everywhere, ads, free game time, getting streamers to stream the game again, 3rd party promotions, and all that jazz.	
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Nice, although honestly, I can shorten up how to grow this game without going b2p which is my favorite payment model.
 
Recruit a Friend system, invite a friend, they get a free month plus 100% boosted xp, then they keep the account if they sub.
 
Keep producing 3 month drops, the more the merrier, and slowly people are realizing how much better WS is getting.
 
A marketing/PR push. Commercials everywhere, ads, free game time, getting streamers to stream the game again, 3rd party promotions, and all that jazz.
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A few thoughts...
 
Mob level adjustment does actually happen to world bosses.  If you see a little circular arrow O next to the mob, I believe that means it scales in some fashion.
 
However average non-boss level mobs scaling I think provides some major issues when you move beyond the one-on-one duel.  Are you proposing that a level 50 could go down into a starting zone, pull a mob, have it start doing level 50 damage to everyone around?  The griefing opportunities here are mind boggling.  I understand the desire to have leveling zones feel interesting when you are max level, but I'm not sure there's a great way around this.  Even GW2's rally down system doesn't actually work.  Take your level 80 toon into Metrica Province and really try to convince me that you're going to feel challenged by pretty much anything in the area.  They have a scaling factor yes to the characters final numbers, but at 80 you have access to talent points and gear that still essentially breaks this model.
 
As for the rest, I dunno.  I feel like shiphands award the gear they're designed to -- essentially by providing renown.  It's not supposed to be amazing gear, just to fill in a few spots that may be lagging from questing and before you start adventures (if you felt so inclined -- a good guild run can wholly bypass this too and start working on Adventures and Dungeons).  There is a progression in kit from questing > shiphands > adventures > dungeons > raiding.  If you start trying to buff rewards from one, it sort of has a ripple effect on others and there's already noticeable power creep at the upper end.
 
Stormtalon being the dungeon of choice, I suspect is due to length and straightforwardness of boss encounters.  I don't know how to ameliorate this without suggesting a nerf of the other dungeons and I think they're interesting in their own ways, challenging, and mainly fine.  
 
Random stats?  Just... no.  This is not Diablo or any number of other loot hunters (PoE, Borderlands, etc).  They launched with a lot of this in the rune slot category and it was an outstanding miss and they've had to rework their itemization and offer paths for "fixing" gear (runic flux, etc).  And that's just for rune slots.  Variable item budgets?  A nightmare.
 
Same with item decay.  We have people who are still looking for light armor in GA because we tend to have a proliferation of heavy and medium just due to the mechanics of random drops.  If their gear was getting worse while each encounter the gear was degrading beyond repair, again a nightmare, even if you put in additional loot dropping.  
 
However, to end on a positive note, activities that awarded reputation, once Beloved -- yeah having that convert to renown might be pretty cool.  I could get behind that featurette.	
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 Even GW2's rally down system doesn't actually work.  Take your level 80 toon into Metrica Province and really try to convince me that you're going to feel challenged by pretty much anything in the area.  They have a scaling factor yes to the characters final numbers, but at 80 you have access to talent points and gear that still essentially breaks this model.
 
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Given that areas need to function as leveling zones (they don't let people rally UP to higher level zones save in WvWvW and sPvP), I suspect ArenaNet has done all the balance they think they can reasonably do.  And no 80 is challenged by low level content in any substantive way.
 
I don't mind the rallying concept to be perfectly honest.  I just don't think it demonstrably does what its supporters say it does.	
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			They need to just go b2p with a sub option - which gives you XP, money, pets, costumes etc as bonuses (which is something they could introduce now to thank subbing players) - add a little shop with fluff items. Really Guild Wars 2 has added some great 'quality of life' improvements, and continue to do so. I love this game for its world, humour and charm, but with FFXIV and GW2 coming out with Xpacs, and ESO going b2p, I really feel like carbine/Ncsoft need to step it up to get those players in the game.	
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Agreed, but I don't know if NCSoft is going to give them the money for all the PR stuff.
 
With the Drops I would like them to be as beefy as FFXIV; eventhough, I think FFXIV has to be one of the most boring MMO I've played and grindiest, the content in those patches are insane, they're like mini Xpacs.
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Because when you go F2P/B2P, you sacrifice 80% of the future content for crappy vanity items and devs who spend more time figuring out how to milk you for your money than they do making a quality game. Look at GW2. How much content has it had since it was released? It's still exactly the same as it was, with the silly "Living Story" thing that goes on every now and then.
 
F2P isn't a superior model, it's the model that's killing MMOs -- and gaming in general. Quality isn't important anymore, it's all about the money. I remember when people who made games were passionate about them, and made good, quality games.	
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Given that areas need to function as leveling zones (they don't let people rally UP to higher level zones save in WvWvW and sPvP), I suspect ArenaNet has done all the balance they think they can reasonably do.  And no 80 is challenged by low level content in any substantive way.
 
I don't mind the rallying concept to be perfectly honest.  I just don't think it demonstrably does what its supporters say it does.
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			If a lot of this would even be considered, WildStar would just be an [insert MMO] clone like all other original ideas that cave.	
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You don't even have to go this far.  There are some very easily implementable account and payment level changes that avoid F2P and B2P entirely.  I've discussed them ad nauseum.  Everything from more concentrated trial periods and rewards to subscribers to implementing full-blown ad-backed player models.  There's only two things to keep in mind that would keep your active subscriber-base happy; personal accountability and an active price ceiling.  That just means that people don't want to be charged more so other people can play for free; they think fifteen dollars a month should be enough to cover anything designed during that period.
 
That leaves a lot of room for everything from non-distributed models (like CREDD) to ad-funded models.  And a lot is less intrusive than those.  Just having a free weekend and giving all active account holders a fluff gift for being active during that weekend would by huge, and a lot less of a drain on developer resources and ad money alike.	
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Same with item decay. We have people who are still looking for light armor in GA because we tend to have a proliferation of heavy and medium just due to the mechanics of random drops. If their gear was getting worse while each encounter the gear was degrading beyond repair, again a nightmare, even if you put in additional loot dropping.
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(well that's the "stretch" goal ;))
 
If primary way to get the items stays like it's now, then yeah, it's a horrible idea, but move that to crating and "hide" required mats behind whatever (balanced ofc) then you'll get items without RNG attached (just hard work), and a better economy.
 
As we are throwing wishes around: Loosing all items on death, that's #hardcore :rolleyes:
 
 
 
Well, all of them are Meridian 59/UO/EQ clones in that sense :)
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Because when you go F2P/B2P, you sacrifice 80% of the future content for crappy vanity items and devs who spend more time figuring out how to milk you for your money than they do making a quality game. Look at GW2. How much content has it had since it was released? It's still exactly the same as it was, with the silly "Living Story" thing that goes on every now and then.
 
F2P isn't a superior model, it's the model that's killing MMOs -- and gaming in general. Quality isn't important anymore, it's all about the money. I remember when people who made games were passionate about them, and made good, quality games.
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I posited and idea a very long time ago that all instance gear should be crafted gear, BOE, but inactive and unusable, and can be made from non-instanced mats.  You would then get BOP tokens from whatever level of content you are doing.  Combine token into gear and you get equippable BOP gear.
 
Then, you get your craftable gear, but everyone still needs to do the content to use it.
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Because when you go F2P/B2P, you sacrifice 80% of the future content for crappy vanity items and devs who spend more time figuring out how to milk you for your money than they do making a quality game. Look at GW2. How much content has it had since it was released? It's still exactly the same as it was, with the silly "Living Story" thing that goes on every now and then.
 
F2P isn't a superior model, it's the model that's killing MMOs -- and gaming in general. Quality isn't important anymore, it's all about the money. I remember when people who made games were passionate about them, and made good, quality games.
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Because when you go F2P/B2P, you sacrifice 80% of the future content for crappy vanity items and devs who spend more time figuring out how to milk you for your money than they do making a quality game. Look at GW2. How much content has it had since it was released? It's still exactly the same as it was, with the silly "Living Story" thing that goes on every now and then.
 
F2P isn't a superior model, it's the model that's killing MMOs -- and gaming in general. Quality isn't important anymore, it's all about the money. I remember when people who made games were passionate about them, and made good, quality games.
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Sounds great. Mine was more on the wishful thinking side to get me a EVE-like without PvP part ;)
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F2P isn't a superior model, it's the model that's killing MMOs -- and gaming in general. Quality isn't important anymore, it's all about the money. I remember when people who made games were passionate about them, and made good, quality games.
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			And this has turned into yet another B2P/F2P thread.	
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They need to just go b2p with a sub option - which gives you XP, money, pets, costumes etc as bonuses (which is something they could introduce now to thank subbing players) - add a little shop with fluff items. Really Guild Wars 2 has added some great 'quality of life' improvements, and continue to do so. I love this game for its world, humour and charm, but with FFXIV and GW2 coming out with Xpacs, and ESO going b2p, I really feel like carbine/Ncsoft need to step it up to get those players in the game.
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Model(s) don't have anything to do with it. Just like movies, bigger and bigger (and bigger...) budgets are the reason, as they grow innovation and risk taking go down. That's why most off the cool stuff in gaming right now comes from the indie side.
 
 
Can't agree more. We may not agree about other topics but this is not the one :)
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As an example, the F2P/B2P thing.  Everyone uses it as a sort of silver bullet to "fix the queues".  To do so, you have to ignore some pretty valid concerns about the model, assume that the queues aren't hurting for players for a reason other than raw population, and assume that there is no better or more targeted response available.  I personally hate F2P/B2P.  I've gone over and over why I have valid issues with the model.  But more than that, I've probably come up with more ways to do everything that model does, and more importantly I've come up with ways to do it without forcing the subscriber base to have to put up with it.
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			Aaaannnnnd it's gone...	
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Aaaannnnnd it's gone...
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Aaaannnnnd it's gone...
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			K boys, lets get back on track here, lets try some unique ideas instead of talking about the done to death b2p/f2p idea.	
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1.1 - Monster Level Rally 
 
This is the same concept that already exist in other games, but in reverse. Instead of the player level getting downgraded to the creature level, it should go the other way around. 
 
How? Simple: Computer today are fast, blazingly so, so let us assume all Creatures in Wildstar start as a blank. They are just a possiblility. That possiblility is decided when the creature is attacked by a player. Let us says this player level is 50, the moment he attacks a creature, any creature in game, the game does a quick calculation, in accordance with a preexisting table of stats for Mobs, and brings this attacked creature on par with the attacking player. This can be done quickly, with little problems, I believe.
 
Why not just downgrade the player level? Well the leveling process exist to make the player feel stronger. That feeling quickly evaporates when you wish to see earlier content, and your character gets downgrade. It sucks, badly... The reverse, rally the monster to our current level, eliminates this feeling, and helps add replayability to the game.
Monster rewards should be, of course, level appropriate.
 
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1.2 - Daily Quests
 
My idea, I believe, could be easly implemented. Do you remember all those task quest we did while leveling up? I do, and some of them were awesome. So what if all those Task quests got turned into Daily quests? Quest that give level appropriate rewards, of course. 
Now I would have a reason to go back to farside (loved it), algoroc, wilderun, etc.
 
I mean, really, how difficult could that be? Please Carbine, if nothing else, consider this one, please?
 
 
1.3.3 - Veteran Shiphands and Adventure
 
Let us be frank. The reward of them suck! I can get better gear by reputation or crafted gear, and quickier too!
 
So give us more gold, better gear, more renown/glory (for shiphands, adventures should give us glory).
 
I also believe that Adventures should be soloable content. Sure, if you play it in group we get better/more rewards, but adventures could be a great addition to solo content in the game. And it wouldn't be so difficult to add.
 
 
1.5 Elder Game
 
The first problem is the hard time gating on Elder Gems acquisition. To me, that's beyond frustrating. 180 gems I can get in three days tops, most people can get it in less (I'm a 'filth' casual, I know xD).
 
The solution? Soft gating. For example: Every week I can get 200 gems with experience (let us excluded other means of gem gathering). After those 200 gems, if a want a 200 more gems I will have to expend double the amount of XP (or 50%, 75%, any number that makes sense) to get them. This way, if I am willing to put more time in to it, I can get as many gems as a want.
 
Perhaps even the ability to exchange Elder Gems for gold, renown or glory , could be a nice addition
 
But please no hard limits. You can increase the price of things exponentially if you like, but do not hard gate us.
 
 
1.6.2 - Renown and Glory
 
Remember all those new daily quest available to us thanks to the the task->daily conversion? Well, they would still give reputation rewards, that probably are in Beloved already. What to do? Once beloved is reached, change the reputation gain to renown, using the good formula: more time to finish a quest = more renown. 
 
Glory should be awarded in all group instanced activities. This mean Group Shiphands, Adventures, Dungeons and Raids.
We also would need more rewards to spend are renown and glory. Decors, mounts, costumes, etc. 
 
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2.1.1 - Item Decay
 
 The name of the game: Crowfall. 
 
2.2.1 - Faction Specific Maps
 
There is plenty of content, on both sides, that could be reused for the opposing faction.
 
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so it only took 10 posts to derail this.....awesome.
 
 
As for the ideas from the OP:	
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(being on the "don't care" side of the payment model argument)
 
From my experience from other games, just more players will not fix the "end game content" for me, even with 100M of players time gate (as in continuous play time) is much bigger one to me than my preference of the payment model. And as we agree, making it easier is not a good solution.
 
Will more players make world feel more alive, sure, but without xp/loot/item/quest objective sharing it will made it more frustrating fighting with others to get them done.
 
More players == better economy ... not that much, maybe in the first moth or two (being optimistic), then its worse inflation than ever without much bigger and better money sinks.
 
And so on...
 
WS had it's chance at the launch and missed it, another hit like that and ...
 
IMHO there are still more things to improve (as discussed in various threads) before they can get another big spike in player numbers and keep them. I can only hope that current and future player numbers will be enough for a steady stream of improvements until they are ready for the next big push (expansion pack?).
 
Bottom line is: I'm still having fun playing it even tough I'm yet to get some character above 20 :D and I'll continue to do so at least till I get some to the cap (being me that can take years). But that will not stop me pointing what (IMHO ofc) can be done better.
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stats get "capped" in rallied situations, and that currency rewards (glory, renown, EG, Prestige) are increased by how much you are rallied down for the content.  Just turn that on for rated PVP and as a high-end option for endgame, then drop items behind high game-earned currency walls.  At least then, even if you DO rally down all the time, your gear doesn't have to make things intolerably easy but still appears as a benefit to you.  The further your ilvl drops to match the stats Carbine tunes the instance for, the higher the rewards go.  So even if you're not using your DS gear in a Vet STL rallied down, it serves a purpose.
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Some kind of daily log-in reward would be nice as well. GW2 has a system where each day you log in, you get some gift (be it crafting materials, an XP boost, etc). I'll log into GW2 to pick up the gift even if I'm not planning on playing that day, and sometimes start playing because of stuff going on.  
 
Also, a "loyalty rewards program" kind of like what Rift has, to reward people who have subscribed based on their length of subscription. Granted, that's a system Trion put in place to entice people to subscribe to Rift instead of playing F2P, but there's no reason it wouldn't work as an incentive to keep people subscribing in WildStar. 	
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Also, a "loyalty rewards program" kind of like what Rift has, to reward people who have subscribed based on their length of subscription. Granted, that's a system Trion put in place to entice people to subscribe to Rift instead of playing F2P, but there's no reason it wouldn't work as an incentive to keep people subscribing in WildStar. 
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			Yea, FFXIV does the sub reward thing pretty well.	
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Also, a "loyalty rewards program" kind of like what Rift has, to reward people who have subscribed based on their length of subscription. Granted, that's a system Trion put in place to entice people to subscribe to Rift instead of playing F2P, but there's no reason it wouldn't work as an incentive to keep people subscribing in WildStar. 
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			Games NEED players.  Players will not PAY for this game, it simply isn't worth it in it's current state.  So this game NEEDS to go FTP/BTP or whatever to get players. It is as simple as that.	
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Games NEED players. Players will not PAY for this game, it simply isn't worth it in it's current state. So this game NEEDS to go FTP/BTP or whatever to get players. It is as simple as that.
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Just a thought. From interviews with Gaffney from back in August 2013,  I found this: 
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"We’re interested in microtransactions, but only if we can offer it in a way that fits with the vision of WildStar. We’re approaching this topic very carefully and will share details as they come available,"
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Just a thought. From interviews with Gaffney from back in August 2013,  I found this:
 
 
and this:
 
 
Since the main issue subscribers seem to have with Hybrid/F2P/B2P is a cash shop selling things that subscribers would have to pay extra for, wouldn't introducing a cash shop while the game is purely subscription-based be an even worse idea?
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.Most of us just aren't in a hurry to turn Wildstar into a shopping mall.
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I am! I am!
 
Gimme mah cash shop, Carbine! I want a cowboy hat with a big star on it, and a mechanical horse, and a weapon skin that makes my sword look like a giant carrot, and a pet electro-frizlet!
 
Cuz, ya know, I have more money than I know what to do with. B)
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You ain't "us" Tex :)
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No offense, my Chua Brother from Another Mother, but that road goes in both directions. ;)
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No offense, my Chua Brother from Another Mother, but that road goes in both directions. ;)
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I am! I am!
 
Gimme mah cash shop, Carbine! I want a cowboy hat with a big star on it, and a mechanical horse, and a weapon skin that makes my sword look like a giant carrot, and a pet electro-frizlet!
 
Cuz, ya know, I have more money than I know what to do with. B)
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The problem is that you can have a better subscription option.  All you'd need is a model that's offering items up front to subscribers worth more than 15 dollars a month just for the price of the sub...
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But how am I supposed to lord my vast income over the peon masses unless I can pay for the best-looking stuff? That don't make no sense! If everyone gets the same stuff I wanna pay for, then I'm not special anymore. :(
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You can always invest in the PCA
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But how am I supposed to lord my vast income over the peon masses unless I can pay for the best-looking stuff? That don't make no sense! If everyone gets the same stuff I wanna pay for, then I'm not special anymore. :(
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But how am I supposed to lord my vast income over the peon masses unless I can pay for the best-looking stuff? That don't make no sense! If everyone gets the same stuff I wanna pay for, then I'm not special anymore. :(
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I'd rather have a Giant Carrot Sword.
 
On fire.
 
A Giant Flaming Carrot Sword.
 
 
$20. Boom. Sold.
 
Gimme.
 
And Whimsi, I am far from rich. The wife, on the other hand ... she's loaded. :lol:
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