120892-countering-burnout-what-can-wildstar-do-to-help-keep-players-playing

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1. I have all 1800 gear and once was ranked that but the pvp boat has sailed and sunk to the bottom of the ocean for Wildstar. 2. My house is coming along nicely, I have a three story super fort built high as you can go. Inside the large granok house is looking good. There is only so much time you can spend in the housing before you ask yourself wtf am I doing, I think i have around 30 hours invested in mine. 3. I have 4/6 costumes completed and looking sharp. Have not found another sword that i like enough to start another costume around. 4. Dungeon Gold medals done on everything but SSM. Hard to get people to run this one for gold. Maybe it needs some fixing? 5. Crafting has been maxed for a very long time same with Path missions 6. Achievements is not content its a stupid chart that scores points for no reason or reward. This is some kind of BS that a developer came up with and called it content. My idea's are to help with burnout on content for the future. Carbine needs to look at what they have created and think how short of a life span that content really has. Most of its not filling the time between drops and thats not good. I play more hours then the above average person so yes, done with my first character. I have started a Spellslinger alt and now I am running myself through the daily zones\quests for an activity to do while not raiding. If you make a world thats on rails people will get burnout or have nothing to do. If you make a world to explore you have content that lasts longer. Next zone Carbine puts in the game should be as large as whitevale with more area's to just have fun killing mobs, take it a step further and remove the map like if you were in a cave underground. All class only armor for GA should have an epic Imbuement quests outside of the raid instance. This would give a raider something to work towards while not raiding.


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I don't think you understand what I'm saying. By "useful" I mean that it works. If you'd like to see something worse than a potential exploit, let a misplaced item breaking a clipping plane along an enemy path cause a corruption that crashes the entire housing zone. Keeping it from being exploitable is an issue of figuring out how the loot system works in the broad strokes. Making sure that giving us the tools to host player-made dungeons using the game's own resources actually works will, inevitably and assuredly, take more time. Breathe deep.


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From an RP perspective I would love being able to place hostile mobs even if there's no reward for killing them (but I certainly wouldn't say "no"). It would help make player created plotlines feel more active.


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