127588-came-back-for-anniversary-rewards-feedback-on-how-to-improve

== Content ==
			Took a huge break, still on a dead server, but because of how long I've been away, I forgot the most of it about this game. Meaning I can review it all over again, yay!Good changes: 1. Contracts and daily random queue rewards most definitely improved queues. 30 second wait as a healer for veteran dungeon. When I left it was anywhere between 10 to 30 minutes. Impressive! I even managed to get into Protostar Academy veteran dungeon in less than 5 minutes of queueing.2. Casual things! Toys! Pets! Things to do alone (veteran shiphands), things to collect! The problems: 1. Inventory management. Okay, something needs to go. Either we should have extra windows for equipping gear sets (FF:AR has a whole armoury where your gear goes, so that it doesn't fill your inventory) , or (more likely approach in line with other MMOs) we should have a separate storage and menu or toys. As there are many. And not so many spaces in my inventory. 2. Downscaling needs to happen. Veteran dungeons fall like flies. I even got bored healing for one as whenever there's a raid geared person, you don't even need a healer. As an example - ran veteran stormtalon, done goofed and died on the last boss. Right at the start by the way. Well no worries, stormtalon died faster than the tank fell below 50% health. Bosses now take seconds. Mechanics? What mechanics? Now some of you might say that it's intended. You want to feel powerful and whatnot. Well in that case, if we outgear all other content, why not to remove raid locks and let us queue for raids with randoms? Because with current gear levels that people are wearing that's the only remaining remotely challenging content. Which brings me to another problem - with steep vertical progression you need better reusability of content. Sure people are running dungeons for contracts, while severely outgearing them, but the only content that is at their power level now is genetic archives or datascape. These are two instances that guilds run weekly. With steep vertical progression these are the only fun instances to run weekly. That doesn't seem right. More progression ways perhaps? Upscaled adventures and dungeons for raid-like rewards to give more things for raid groups to farm, or to add progression to smaller groups of 5 people? In a horrizontal progression game like Guild Wars 2, if I get all pink gear from fractals, dungeons are still similarly challenging as they were in all greens, meaning that all content is still open for me. In a vertical progression game like FF:AR, content getting easier does happen despite both gear and level downscaling, however at end game I have two raids (13 turns of coil, which are 13 separate instances, is one raid and WoD, a 24 person raid is another), multiple level 50 dungeons (as they give the same currency as raids allowing you to buy up to ilvl 120 gear while raids drop up to ilvl130 gear, which really is a small difference compared to that huge jump between dungeon purples and full raid gear here) and extreme trials (instances where there's only 1 boss and teams of 8 tackle him. It gives some currency to buy ilvl120 gear and most of all, has a 20% chance to drop specific ponies (mounts) that EVERYONE wants.That leads me to another problem:3. I get what where? What boss drops what mount? What boss drops what pet? I know that I can farm currency and buy them, but getting THE drop is soo much fun. However everything is so confusing! There's no indication in mount and pet menus to tell me where I should try and farm them and there's not even a menu for toys! 4. UI clutter. When I enter a dungeon I have my skill bar at the bottom, party chat on the left, events on the right, medal and points on the top. Every part of my screen is being used! Why? I know that we have the ability to mod the UI, but not being boxed in like that by default would be nice. But that's a minor inconvenience compared to for example the downscaling issue. That be all! I have all the confidence in the world that as a F2P title wildstar will do great. However as there's still time left before it, here is my feedback to perhaps improve the future experience that all the new players will have :)	
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Mirta for your inventory,
now that costumes goes into their own unlock thingy it means you only carry the gear around that you actually need.
Right click on your gear in your inventory and you get the option to unlock as costume, now press P and open holocostume and you can edit your outfit on the fly now.
 
I personally don't have any space problems anymore with my gear. I do use an addon to switch gear called Vince Builds, there is also one called Gear.
I do agree that an ingame system would be more ideal, maybe have a gear slot connected to your LAS loadouts 
 
Yeah the power creep is insane, i wish they scale things or put bonuses on the raid gear that are only effective in raids, something like they do with some pvp runes for example.
This way you also kill the problem that raid gear is good in pvp as well.	
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Mirta for your inventory,
now that costumes goes into their own unlock thingy it means you only carry the gear around that you actually need.
I personally don;t have any problems anymore with my gear. I do use an addon to switch gear called Vince Builds, there is also one called Gear.
I do agree that an ingame system would be more ideal, maybe have a gear slot connected to your LAS loadouts 
 
Yeah the power creep is insane, i wish they scale things or put bonuses on the raid gear that are only effective in raids, something like they do with some pvp runes for example.
This way you also kill the problem that raid gear is good in pvp as well.
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Now some of you might say that it's intended. You want to feel powerful and whatnot. Well in that case, if we outgear all other content, why not to remove raid locks and let us queue for raids with randoms? Because with current gear levels that people are wearing that's the only remaining remotely challenging content. 
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Bad topic to try and generalize. Sure people who have been here a while and have all kinds of upgrades may tear through Vets, but that's no reason to alter gear or content. There's going to be tons of new people coming in, as well as people coming back who never got that far along. For the people overgeared for vets, they can join a raiding guild and raid, or wait for new dungeons, no need to go back on a promise they've made (that they'd never nerf raids and create a pug raid system). 
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			Let's not advocate for copying the Primal/Primal HM/Primal EXTREME BS that FFXIV does, please. -_-; Recycling those primal fights not once, but twice was horrendously boring.	
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Let's not advocate for copying the Primal/Primal HM/Primal EXTREME BS that FFXIV does, please. -_-; Recycling those primal fights not once, but twice was horrendously boring.
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Because I'd rather not fight the same battles three times over? I yawned my way through EX primals; I'd rather not do the same in this game. I was already a bit disappointed that veteran dungeons and adventures are barely any different from normals except for hitting harder and maybe one or two mechanics. Now that is something WildStar could take from FFXIV... make the vet dungeons set in the same locale as normal but completely new encounters. >_<
 
I would not be against setting an ilvl cap for endgame instances, however, so long as it's reasonable.	
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Because I'd rather not fight the same battles three times over? I yawned my way through EX primals; I'd rather not do the same in this game. I was already a bit disappointed that veteran dungeons and adventures are barely any different from normals except for hitting harder and maybe one or two mechanics. Now that is something WildStar could take from FFXIV... make the vet dungeons set in the same locale as normal but completely new encounters. >_<
 
I would not be against setting an ilvl cap for endgame instances, however, so long as it's reasonable.
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I already suggested a way to keep Power Creep down here; https://forums.wildstar-online.com/forums/index.php?/topic/126560-possible-solution-to-power-creep/
 
For most people it doesn't matter though. A lot of people think it's natural to obliterate everything in less than a minute. As an example; recently my guild did a 10 man run of GA and although there was a clear disadvantage of having 10 people, it certainly wasn't the dps/hps/tps. This power creep isn't intentional although a lot of people think it is. The game was originally made with a ton of runeslot RNG and some pretty bad itemization. Said elements made it feel underwhelming to see raid gear being worse than dungeon gear which is fine, but when Carbine fixed it in drop 3 I definitely feel as though they overlooked the power creep that came with it. 
 
A lot of people seem content with the immense amount of power creep though, so I guess there really ain't a problem and I'm just used to other games not having this amount of Power creep. 
 
Also I really hate downscaling if I have to be honest. Ever since GW2 I've never had a desire for downscaled content ever again. It was so half-assed it hurts. 	
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well, you know, you don't exactly have to do the dungeons again if extremes would be introduced. Optional content :P
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"Optional" recycled content that would be implemented in place of new content. I'll take new content over recycled bosses any day.
 
Besides, if the point is to give people a challenge who outgear dungeons, then that's not really "optional" content.
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 If you don't do it, you would just be doing what you're doing right now, that is having no other challenging content besides raids. 
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i up my voice for no more recicled content, if you want something more easy or puggable you can go to IC y83 or wait till new content more easy are released but dont recycle content, that was the thing that got me away from wow (4 raid difficulties and at one point you dont understand the difference between one or another)
also the forced downlevel and horizontal progression was the thing that got me away from GW2, once i got the look i like for my char there was nothing to do, so i started logging less and less, now its 6 months since last login and no news is bringing me back to there.	
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Okay, there's a logical disconnect. It's "optional" in the sense that no one would be forcing anyone to do it, but it would not be optional in the sense that if you don't do it, then you have no other challenging content. "Well you don't have to do it, but if you don't, then you're going to be bored still! Haha!"
 
That's not really optional. And I can guarantee you there would be rewards from those "extreme" bosses that would make them feel even less optional.
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but the way that it is right now, you have no other challenging content besides raids as it is. So what's better, more content with some getting recycled, or continuing to be locked to the same single instance? Because even if Wildstar explodes with profitability, it will take time for them to re-hire people to start pushing out content at a faster rate after it goes F2P, so we're looking at what? 8 months or more being able to just do that one instance at correct challenge level if nothing is changed? 
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We already have "rally to instance level" with normal mode, just use the same system for veteran mode. Instead of reducing the player level the gear level gets reduced so it can't be higher then what you can get in said place (Veteran Shiphand/Adventure/Dungeon). If the option is enabled you get an additional loot bag at the end, this can contain various stuff (pets, costumes, housing items, renown, gold... etc.). This option should also only be available if you have finished said place at least once. Rewards could also increase with medal (better medal = higher chance for pets/costumes/mounts etc, lower medal you "only" get additional gold and stuff not that good). 
 
This is something I would accept. I don't want an additional mode for raiders (why exactly want raiders harder dungeons they already did anyway). Also, Carbine never said the game will be hard when you outgear it. Even WoW is not that easy when a new expansion hits, but after people have been running raids stuff just falls over that was hard a few weeks before. And there is just no way to prevent this except for removing power creep altogether (like GW 2) or scaling gear to not get beyond a certain point (like Challenge Modes in WoW). 	
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We already have "rally to instance level" with normal mode, just use the same system for veteran mode. Instead of reducing the player level the gear level gets reduced so it can't be higher then what you can get in said place (Veteran Shiphand/Adventure/Dungeon). If the option is enabled you get an additional loot bag at the end, this can contain various stuff (pets, costumes, housing items, renown, gold... etc.). This option should also only be available if you have finished said place at least once. Rewards could also increase with medal (better medal = higher chance for pets/costumes/mounts etc, lower medal you "only" get additional gold and stuff not that good). 
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			Glad you're back! Hope you survive what some classes are doing to pvp.	
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