Quest zone assets were very obviously shared between different zones meaning giving a cut and paste feel - not a real world like Wow.
Lore for the dominion was stupid.
The professions system got boring and tedious really quickly.
I wanted to love it but I didnt even get halfway to max level.
>I wanted to love it but I didnt even get halfway to max level.
I got to max level through pvping which was fun but then I had no idea what to actually do.
People didn't want to git gud or do the attunement quest line. Turns out most mmo players are terrible at games and can't figure out how to move and attack at the same time. Yeah I'm still salty it failed.
they built the game for an audience that really wasn't that big to facilitate the game and the dwindling casual market also didn't latch on enough to hold it up.
>They catered to the hardcore crowd
what the frick part of this game is hardcore. its a god damn wow clone
they built the game for an audience that really wasn't that big to facilitate the game and the dwindling casual market also didn't latch on enough to hold it up.
People didn't want to git gud or do the attunement quest line. Turns out most mmo players are terrible at games and can't figure out how to move and attack at the same time. Yeah I'm still salty it failed.
advertised as "lol hardcore" but the leveling is as braindead as any game, if not more. Like you seriously have to try to get hit by a mob. and the only hard part about the dungeons was the time limit if you wanted loot. ironically appealing to neither hardcores or casuals (When the frick did a wow clone become considered hardcore in the first place?)
zones were split up into 30 man instances so even if the game wasnt dead it felt like it, so not even an actual mmo
""guild wars style""" character building except you have frick all abilities to choose from so you never actually get any build variety. Like you chose 8 abilities from a total of 12
obnoxious as shit writing, voice overs, and art style.
no content. 4 dungeons at launch, 1 raid locked behind a time wasting attunement quest that was only as long as it was to hide the fact the game had no content. They werent even well designed or particularly interesting either.
bugs and glitches out the ass. Actually this is a plus because the best part of the game was you could bug out one of the attunement bosses and make him kill everyone instantly if you put a dot on him.
telegraph system was just a way for the devs to be lazy and not have to animate tells. in pvp it just turned shit into a clusterfrick.
speaking of pvp was an obvious afterthought. Lame instanced battlegrounds that get you nothing. Best part of pvp was again back at the attunement boss, pulling people trying to kill it off the ledge.
After everyone was clamouring for content, the first thing the add was daily zones, which were just the starter zones copy and pasted but now w/ 4 daily quest givers, so you could pretend there was something to do. The next patch added some gimmick tower defense story zone, when all people wanted were some fricking dungeons.
in short nothing about it was good and the only people who miss it are chua ERPers that like it because theres a useless housing system that gives you your private erp zone.
It was literally "you think you do, but you don't" before Classic WoW. People got up and said they wanted it then they fricked off after the first month because they didn't actually want it. Still a good game though.
>People got up and said they wanted it then they fricked off after the first month because they didn't actually want it.
Maybe because it didnt actually deliver on the promises? It's like you saw the advertisements about it being hardcore but never played the actual game, but of course jump at the chance to say "SEE, GAMES SHOULD BE CASUAL" when this shit was just as casual as any other.
Yeah it's "casual" to the pre-WoW crowd, but that whole argument is moronic anyways. The point is the homosexuals complaining about how dogshit WoW while still playing it and would rather sit in the garrison like good little cucks instead of play a game that was closer to vanilla when it came time to back up their threats. I just hate WoW homosexuals so much.
You say all this bs but then WoW classic is a success, there was clearly a want for it. They dont want to play anything else because nothing else has done it better. You cant seriously look at wildstar and name a single god damn improvement it had over wow
The telegraphing and fluidity are hit and miss for people.
I personally like the idea that most standard rotation abilities have an aoe cone, and think a tab targeting mmo working with that (maybe stats that increase/decease size and damage spread of that aoe) could make for a really refreshing gameplay addition.
Because having SOMETHING to do other than stand in one exact 'correct' spot and do your rotation is a god send. But action mmos take it too far.
2 years ago
Anonymous
It basically fixed the boredom of the healer class atleast, having too chase people around too heal have me something extra too lol. One of the mmo I liked playing healer.
2 years ago
Anonymous
Yeah! Frick yeah.
You could give the tank abilities that push mobs into groups and so his job isn't just getting punched but bunching shit so the dps can hit it all with their cones and the healer can reach everybody in the melee with their heals.
Then add mobs that agitate this process that you deal with dynamically and you've got a brand new fricking game.
>You cant seriously look at wildstar and name a single god damn improvement it had over wow
If we're talking about Vanilla I sure fricking can. Raids were better, combat overall felt better, probably the best action combat in any MMO ever. It also had the best housing in any MMO, while WoW has never had any. Vanilla WoW is not a high bar in any sense.
if you mention player housing to wow players they will bring up WoD garrisons and use them as a blanket statement as to why player housing of all types is bad, when all you have to do is not provide literally everything a player could want in their own little instance
>It also had the best housing in any MMO
Oh you mean something thats entirely instanced and has no affect on the actual game at all? Hmm, truly this is the best game of all time.
the combat felt really nice and I personally liked the toony tech aesthetic, made things feel like a saturday morning cartoon at times, at least playing a chua
but for every positive the game had, it had several negatives, unfortunately
Calling it hardcore while actually being casual and noob friendly was actually a good business decision though the problem was they didnt reach enough of the general audience and like you said they didnt release the content people wanted after launch that could have kept the average player busy, casuals and ppl that like the setting / gameplay. They never had too fulfill the game being hardcore.
It was a hard time too launch a MMO, mists of pandora had been out for 2 years. Warlords of draenor came out the same year. Wildstar and practically any MMO was doomed from the start if they released the same year as a WoW expansion anytime between 2008 and 2014. Blizzard outplayed the whole industry with their budget and choice of 2 year, large scale expansions.
>buggy as shit on launch >people were permanently locked out of raid attunement, support's answer was "delete your character" >40 man raids in the modern age >have you SEEN warplots?? (trick question, nobody ever did a warplot) >game economy burned down entirely due to a item farming bug that so many people (ie everyone) did they literally could not ban everyone or they would have no players, while also HAVING NO WAY TO ROLL BACK THE SERVER
>>have you SEEN warplots?? (trick question, nobody ever did a warplot)
kek
id love to be in the meeting where they decided they needed to advertise the frick out of that feature. "Well, literally have done 0 work on this mode, can we sell it anyway" "yea it requires 80 people to queue up so we'll be fine"
Horrible developers.
When it was in its lowest point ever just before going free to play (and I think also on Steam), I gave it a try.
Creating an account was a struggle because their system was half broken. Then when I finally got in it was okay at first but progressively started feeling weirder. Then a bit later when I tried buying/selling something at a vendor I realized that there is a horrible delay that was increasing when more people logged on. And that was BEFORE the pop increase from the F2P.
Not sure if it was some network routing issue or just shit servers but their technical side was atrocious.
As for the game itself, the main turnoff for me was the most basic thing. It's a game that is way too humorous and doesn't really take it's own story seriously. I disliked that and also the whole futuristic space western thing was kind of cringe too.
Fair points, I think space cowboy was already a outdated and aging story choice, too much input from 50 year old boomers on the story / thematic front. The art team did a good job though and did the best they could with "scifi western steampunk and no starwars" basically lol.
Dungeons at release were buggy and nigh impossible. Difficulty for any random group was mind bogglingly high and if you finished a dungeon with randoms you were a rare breed.
No good endgame.
Art was fine, but I think the canon of the race was a little lacking.
Pvp was unbalanced and some classes felt like they were wielding foam against guns.
Barely any of this was even fixed by the time they went f2p.
Wild Star had clinically insane attunement and quest chains to get into the raiding, which is what people playing MMOs want to do. They made it too annoying to even get started with all the keys and reputation quests you had to do.
I was going to post the image of the attunement process, but the image is literally too big to upload so I will just post the site it came from - https://www.tentonhammer.com/guides/wildstar-attunement-guide
>dungeons are terrible exp while leveling >crafted gear is better than dungeon gear at endgame >the only thing you would want out of a dungeon is attached to a timer that discourages runs with pugs >raids had a huge attunement and 40 man team sizes
It was a game that tried as hard as possible to stop people from playing group content, which is the part of the MMO where players form attachments that really keep them hooked
Quest zone assets were very obviously shared between different zones meaning giving a cut and paste feel - not a real world like Wow.
Lore for the dominion was stupid.
The professions system got boring and tedious really quickly.
I wanted to love it but I didnt even get halfway to max level.
>I wanted to love it but I didnt even get halfway to max level.
I got to max level through pvping which was fun but then I had no idea what to actually do.
Peepee panties girl didn't get enough love or time in the game
This, frick.
Also, the story was depressingly predictable. I liked how every attack was AOE, though.
Too themeparky.
carbine ruined the f2p release and refused to fix their servers until it made everybody quit
>Why did it fail?
We never found out, Cupcake.
No, we found out quite quickly. They catered to the hardcore crowd which was probably like 5% of their playerbase.
>They catered to the hardcore crowd
what the frick part of this game is hardcore. its a god damn wow clone
40 man raid + attunement = """hardcore"""
The mech chicks were really fricking hot tho
It's not fair, bros
they built the game for an audience that really wasn't that big to facilitate the game and the dwindling casual market also didn't latch on enough to hold it up.
People didn't want to git gud or do the attunement quest line. Turns out most mmo players are terrible at games and can't figure out how to move and attack at the same time. Yeah I'm still salty it failed.
They randomly made a 40 man raid after having smaller raids and all raid teams fell apart.
i still remember having a hard time even getting enough people to do the normal dungeons with randos i never got to finish that volcano island dungeon
>It was going to revolutionize MMOs
Yeah.. Just like Rift, SWTOR, Tera, GW2 were going to
advertised as "lol hardcore" but the leveling is as braindead as any game, if not more. Like you seriously have to try to get hit by a mob. and the only hard part about the dungeons was the time limit if you wanted loot. ironically appealing to neither hardcores or casuals (When the frick did a wow clone become considered hardcore in the first place?)
zones were split up into 30 man instances so even if the game wasnt dead it felt like it, so not even an actual mmo
""guild wars style""" character building except you have frick all abilities to choose from so you never actually get any build variety. Like you chose 8 abilities from a total of 12
obnoxious as shit writing, voice overs, and art style.
no content. 4 dungeons at launch, 1 raid locked behind a time wasting attunement quest that was only as long as it was to hide the fact the game had no content. They werent even well designed or particularly interesting either.
bugs and glitches out the ass. Actually this is a plus because the best part of the game was you could bug out one of the attunement bosses and make him kill everyone instantly if you put a dot on him.
telegraph system was just a way for the devs to be lazy and not have to animate tells. in pvp it just turned shit into a clusterfrick.
speaking of pvp was an obvious afterthought. Lame instanced battlegrounds that get you nothing. Best part of pvp was again back at the attunement boss, pulling people trying to kill it off the ledge.
After everyone was clamouring for content, the first thing the add was daily zones, which were just the starter zones copy and pasted but now w/ 4 daily quest givers, so you could pretend there was something to do. The next patch added some gimmick tower defense story zone, when all people wanted were some fricking dungeons.
in short nothing about it was good and the only people who miss it are chua ERPers that like it because theres a useless housing system that gives you your private erp zone.
I still miss her.
How did we go from this...
...to this...
MMORPGS are a shit genre that needs to die out quickly.
It was literally "you think you do, but you don't" before Classic WoW. People got up and said they wanted it then they fricked off after the first month because they didn't actually want it. Still a good game though.
>People got up and said they wanted it then they fricked off after the first month because they didn't actually want it.
Maybe because it didnt actually deliver on the promises? It's like you saw the advertisements about it being hardcore but never played the actual game, but of course jump at the chance to say "SEE, GAMES SHOULD BE CASUAL" when this shit was just as casual as any other.
Yeah it's "casual" to the pre-WoW crowd, but that whole argument is moronic anyways. The point is the homosexuals complaining about how dogshit WoW while still playing it and would rather sit in the garrison like good little cucks instead of play a game that was closer to vanilla when it came time to back up their threats. I just hate WoW homosexuals so much.
You say all this bs but then WoW classic is a success, there was clearly a want for it. They dont want to play anything else because nothing else has done it better. You cant seriously look at wildstar and name a single god damn improvement it had over wow
Uhhh the fluidity of combat was a clear improvement? So there's that, not even debatable.
The telegraphing and fluidity are hit and miss for people.
I personally like the idea that most standard rotation abilities have an aoe cone, and think a tab targeting mmo working with that (maybe stats that increase/decease size and damage spread of that aoe) could make for a really refreshing gameplay addition.
Because having SOMETHING to do other than stand in one exact 'correct' spot and do your rotation is a god send. But action mmos take it too far.
It basically fixed the boredom of the healer class atleast, having too chase people around too heal have me something extra too lol. One of the mmo I liked playing healer.
Yeah! Frick yeah.
You could give the tank abilities that push mobs into groups and so his job isn't just getting punched but bunching shit so the dps can hit it all with their cones and the healer can reach everybody in the melee with their heals.
Then add mobs that agitate this process that you deal with dynamically and you've got a brand new fricking game.
>You cant seriously look at wildstar and name a single god damn improvement it had over wow
If we're talking about Vanilla I sure fricking can. Raids were better, combat overall felt better, probably the best action combat in any MMO ever. It also had the best housing in any MMO, while WoW has never had any. Vanilla WoW is not a high bar in any sense.
if you mention player housing to wow players they will bring up WoD garrisons and use them as a blanket statement as to why player housing of all types is bad, when all you have to do is not provide literally everything a player could want in their own little instance
>wildstar
>Raids
>plural
>It also had the best housing in any MMO
Oh you mean something thats entirely instanced and has no affect on the actual game at all? Hmm, truly this is the best game of all time.
the combat felt really nice and I personally liked the toony tech aesthetic, made things feel like a saturday morning cartoon at times, at least playing a chua
but for every positive the game had, it had several negatives, unfortunately
Calling it hardcore while actually being casual and noob friendly was actually a good business decision though the problem was they didnt reach enough of the general audience and like you said they didnt release the content people wanted after launch that could have kept the average player busy, casuals and ppl that like the setting / gameplay. They never had too fulfill the game being hardcore.
Didn't wildstar fail more or less instantly?
It wasn't, and thats why it didn't.
It was a hard time too launch a MMO, mists of pandora had been out for 2 years. Warlords of draenor came out the same year. Wildstar and practically any MMO was doomed from the start if they released the same year as a WoW expansion anytime between 2008 and 2014. Blizzard outplayed the whole industry with their budget and choice of 2 year, large scale expansions.
>buggy as shit on launch
>people were permanently locked out of raid attunement, support's answer was "delete your character"
>40 man raids in the modern age
>have you SEEN warplots?? (trick question, nobody ever did a warplot)
>game economy burned down entirely due to a item farming bug that so many people (ie everyone) did they literally could not ban everyone or they would have no players, while also HAVING NO WAY TO ROLL BACK THE SERVER
>>have you SEEN warplots?? (trick question, nobody ever did a warplot)
kek
id love to be in the meeting where they decided they needed to advertise the frick out of that feature. "Well, literally have done 0 work on this mode, can we sell it anyway" "yea it requires 80 people to queue up so we'll be fine"
does anyone have any pics of the giant big titty green witch enemies
Horrible developers.
When it was in its lowest point ever just before going free to play (and I think also on Steam), I gave it a try.
Creating an account was a struggle because their system was half broken. Then when I finally got in it was okay at first but progressively started feeling weirder. Then a bit later when I tried buying/selling something at a vendor I realized that there is a horrible delay that was increasing when more people logged on. And that was BEFORE the pop increase from the F2P.
Not sure if it was some network routing issue or just shit servers but their technical side was atrocious.
As for the game itself, the main turnoff for me was the most basic thing. It's a game that is way too humorous and doesn't really take it's own story seriously. I disliked that and also the whole futuristic space western thing was kind of cringe too.
Fair points, I think space cowboy was already a outdated and aging story choice, too much input from 50 year old boomers on the story / thematic front. The art team did a good job though and did the best they could with "scifi western steampunk and no starwars" basically lol.
Dungeons at release were buggy and nigh impossible. Difficulty for any random group was mind bogglingly high and if you finished a dungeon with randoms you were a rare breed.
No good endgame.
Art was fine, but I think the canon of the race was a little lacking.
Pvp was unbalanced and some classes felt like they were wielding foam against guns.
Barely any of this was even fixed by the time they went f2p.
Wild Star had clinically insane attunement and quest chains to get into the raiding, which is what people playing MMOs want to do. They made it too annoying to even get started with all the keys and reputation quests you had to do.
classic wow had a better balance for attunement quests, even TBCs wasn't as bad as wildstars
They had too there was only 1 end game dungeon lol
I was going to post the image of the attunement process, but the image is literally too big to upload so I will just post the site it came from - https://www.tentonhammer.com/guides/wildstar-attunement-guide
not enough coombait like tera. Also the lore and world were both boring as frick
>dungeons are terrible exp while leveling
>crafted gear is better than dungeon gear at endgame
>the only thing you would want out of a dungeon is attached to a timer that discourages runs with pugs
>raids had a huge attunement and 40 man team sizes
It was a game that tried as hard as possible to stop people from playing group content, which is the part of the MMO where players form attachments that really keep them hooked