100786-itemization-and-stats-in-wildstar-whats-being-done-about-it-page-3

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Top level crafted gear isn't exactly easy to make. It's not like you hit 50 and boom you outgear the content. With effort, though, you can craft really good items. You act like the raid requirements in dungeons are a breeze. Adventures, sure.


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Oh please, some of the best pieces aren't even research, just expert level.


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Yes to both. Crafting could be a cool way to advance your character without necessarily resorting to instanced dungeons.


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I was under the impression they boasted about a very fast content production factor. Replay value is NOT RNG. I REPEAT RNG=/= REPLAYABILITY. These are things I expect from F2P peasant asian games. NOT my western born sub based game. Jay Wilson thought he knew how to make a game people liked by being heavy on rng...now he makes coffee for real devs somewhere in the blizzard basements I'm sure. Take heed.


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Because then it would be just like WoW. Who wants a predictable "gear map"? That's just a list of chores to do.

The random elements add some fun and variety… you're not likely to *ever* have what you perceive to be the BiS in stats AND runes on the same gear, so only chase it to where you feel the return on your time investment is worth it. All stats are worth at least something to all classes in WildStar as opposed to WoW.


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No. Drop or not RNG is totally fine. Your DKP "works itself out" thing is so totally wrong btw. You seem rather green honestly. Like someone in highschool talking about politics. All the adults shake their heads and palm their faces.


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This. Imbuement is one of those features I had very high hopes for in beta. Then I ended up getting a single imbuement drop while playing two characters to level cap (apart from the guaranteed tutorial quest reward that introduces the system). And it was a crappy imbuement (as 95% of them are anyway to my knowledge). Carbine pls.


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Here's the thing, 90% of raiders aren't there for the achievements and the titles and the killing of the bosses (maybe the first time and second time) but after they get the content on farm they are there for the loot. That is what sustains a game a ton longer than anything else, people want to raid for the chance of that awesome item to drop and will continue to do the content for this. You can clear a dungeon a few times for the encounters and how fun it is but after the initial "honeymoon period" has worn off and the dungeon is on farm the only reason people are going to continue running is for the sweet sweet lewts. Period. End of story.

See above comment


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The problem is shoving the square peg of 'just use the sub-optimal loot' with the round holes of vertical progression and competitive raiding. Heck, gunning for the BiS shinies is as old as the halcyon days of sainted Gygax himself.


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And that's why when I said a raid is on farm aka they have progressed through the entire raid they only farm for the loot, read the whole thing man and don't take out the things you want to debate about. Progression has already been done in 20 mans for most of the hardcore guilds and a lot of them have stated they are only doing them again to attune people for 40 man, they have no other need to do the content.


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No, they are not approaching it the wrong way. Raiders aren't saying "That's an upgrade for me but I don't want it because the slots are shitty, so let's salvage it". No, we are saying "Holy shit that item is awful. It's so much worse than my crafted gear, and ON TOP of that the runes are shitty, guess we have to salvage". What do you want us to do? Equip items that are downgrades because they are a shinier color? The fact of the matter is that helms without Concentration, gloves without Rage, and pants without Power Dash just cannot compete with crafted gear that not only has those specials, but has customized stats (read: pure AP) as well.

Well, yes this is completely true and should sustain raiding for a while.. but inevitably there will be dry spells between new content releases where many guilds have finished clearing raids and have them 'on farm'. If there is no reason whatsoever to go kill bosses that you've already done 5-10 times apiece, then people won't do it. And if they're not raiding, what are they doing? Dailies? Not giving people incentive to repeat kills is the fastest way to lose subscriptions. Edit: sorry I misread your second post slightly, I see that you are advocating for repeat kill incentives. The problem is that the current system does not give them. Loot in GA is so awful that almost no loot from there is used; see above.


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Please stop being so mad and actually contribute to the topic.


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Great News hoping this is coming in within the next month


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Pretty sure this thread exists because its not fine. I know it's not fine. Depth? No it is just frustrating when trying to min/max. Gear should be a clearly defined path. This is not a dungeon crawler this is a theme park mmo. Simply saying "its the design of the game" does not excuse that it's a bad design. There are better systems out there from much older games. Like I've said before no need to reinvent the wheel. A clearly defined gear map is what works. There is no point to the "choice" in accepting the item the way it drops when the fact is theres a better version of the same item out there (unless rngesus smiled on you). It's time spent running in place instead of moving forward and thats not good design and we should not have to accept it. Telling people to do so just makes you sound like a fanboy who is easily satisfied by mediocrity. I'm just not. I want and expect things to work and make good sense in both risk vs reward and time vs reward. This current way is not delivering. I want to play this game for years because of content tiers coming out not because I ran on one tier's treadmill for so long trying to get the perfect rolls on my items. It's just asinine. Layered rng is not something that's ok. FIrst the item has a chance to drop then have a chance to be complete and utter trash? Why did I do all that work again? Where's my payout? Oh? Not there? So let say you run something 50 times and your item doesn't drop-then run 51 and it finally drops and you can't use it because the number of slots (will get fixed I know) and the slots themselves are just trash. In what way can you sit there and honestly say "ignore it and move on". Get real. Don't b0ner so hard for the game that you lose sight of what actually makes sense dude-c'mon.


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So I should buy the car with oval wheel because its different and exciting? Sorry man you just don't have a leg to stand on with that mentality. You are obviously a minority as well. I'm happy that you enjoy it as is but you cannot support the game wholly.


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Not sound. Not acceptable. For yourself sure. Everyone else to lie down and get their time wasted? Just no. Like I said I'm glad you like it and all but when you're playing a dead game YOU will be weeping.


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The only difference we know of between current crafted gear and future crafted gear is the 2 slot limit (which is actually 3 with a dual core). The difference between a 3 slotted and a 4 slotted piece of crafted gear is ~8 stat points. That is what your post is taking issue with, an additional 8 stat points. Something else you are missing is that the static rune count for purples will be three, which is less than what is obtainable today. So its not just crafted gear that will be "OP". Although that term is certainly more applicable here, since item level affects rune slot stats.

It certainly would be nice if more people in this topic actually read his posts and responded with the upcoming changes in mind. I do think that his post with more specifics about rune and rune set changes can't come soon enough.


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