120916-welp-thought-id-like-it

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Trolling means making a post you don't mean n order to get people angry so that they will give you attention. His post was not that in any way. The player said he didn't enjoy the game and gave reasons. This game is not for everyone, and if you hit a level 20 dungeon, try it, and you don't enjoy it, the PvE content in this game really isn't for you. When I tried the level 20 dungeon, I cackled with delight and fell in love with the game. So did many others. The fun of those dungeons is the reason most of us are here (TT said that running dungeons is the highest predictor of staying with the game). Change the dungeons to make them less enjoyable (which is what nerfing them would do), and you lose the thing that makes this game great. It isn't for everyone- what OP wants is out there, but it isnt WS. So it's perfectly reasonable to wish him well.


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Which Fuzzy Chua isn't *runs and hides*


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Hang on a sec. So it should cater to solo players by making group content easier? I get the gist of what you are saying. You don't want to have to talk to people to get through group content (see: WoW). I never found dungeons frustrating, even when I first picked up the game in beta. I wiped for 4 hours on the first boss of Kel Voreth with a group and had a blast because it was difficult. More because everyone was getting used to the mechanics of the game than anything else, but I was having a great time trying to figure it out. it was not a guild group or anything, totally random people. All were in agreement, it was fun, not frustrating. Difficult is not frustrating if you look at it as a learning experience. Now, I can see where it might be frustrating if your group members are not tolerant of a newbie, but that is not the game's fault. you will find jerks everywhere you go in every game that is out there. It IS the internet after all. As a general response to catering to solo casuals, I honestly believe that Wildstar has taken it to a fantastic new level. Between the Drusera instances and Omnicore-1, the game delivers on story for soloists better than any other game I have given a chance. If you don't like a core mechanic of the game, that is one thing and nothing is going to help you, but I really am struggling to empathize when you say things like "group content should cater to casual soloists".


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There's no evidence it's reason it's a low-population game. Actually, having been on the forums for a very long time, I'd say that the most cited reason people left are the way the game itemizes and distributes gear at endgame and the way PVP is rated. Neither are related to the difficulty, which has been relatively popular even with a lot of the posts of people left when quitting. It comes up occasionally, but even for people leaving, it's normally brought up as one of the more popular concepts. In fact, I'd say that, if the game didn't have that difficulty, there'd be nobody left anymore.


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Hey, I also ran a dungeon the first time through. I stated, the first run through, that it was my first run through and I needed the boss fights explained. This was in a PUG. The only benefit of the doubt I give is that I have to just assume that it isn't normal to not know what you're doing at some point. If having a full training dungeon put in to essentially explain mechanics to people under the theoretical idea that they don't know and would never learn any other way doesn't get people up to speed, I can only assume nothing will. Dungeons are absolutely not worth doing if they're tuned lower. I remember them being nothing but a time-consuming chore in WoW because they had literally been made so mind-numbingly simple, even at heroic, that not only could I run them the first time without asking for any additional information, but even if we were losing two or three members of the party with every pull, we could still complete it handily. It turns what was supposed to be group content that requires coordination into, essentially, a time sink even easier than questing. If the idea is that setting all the dungeons to "impossible to lose" because that's the only ceiling that we know won't cause even the most obstinant and ignorant player any possible frustration or require any instruction, I'll fight on that hill to the death. One of the single most important reasons I'm playing this game instead of WoW, FFXIV:ARR, or EVE is because this game assumes that it can kill me and I will improve my gameplay. Without it, I wouldn't be here at all. I wasn't lured into this game from my previous games by the complexities of housing, I bought in because I wanted a game designed to at least make an effort at killing me. I'm not sure that completely detuning everything to the level of a mindless chore will actually retain or regain subscriptions, especially in the long term. This isn't Wrath era WoW where everyone was racing to the bottom to get the most players hooked; that pool is pretty well soaked up at this point. However, there are a lot of current players we know will leave if the content suddenly becomes a cakewalk they can burn through and then burn out on. Carbine's not going to win a race to the bottom against Blizzard, and they're very well aware of that. That's why you see them introducing a training dungeon to hopefully remove the excuses people have for being ignorant, not making the dungeons easier. Some kind of respect for the player's ability is one of the few things Wildstar has that's both generally lauded by the playerbase and not often found in other MMORPGs.


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I hate to tell you this, but level 20 is "the training". They're adding a level 10 training dungeon to prepare you for training under the assumption people aren't paying attention in the tutorial. If you think STL and KV are an ungodly level of difficult only to be attempted by the crown princes of PVE, the level 50 5-man dungeon will pulverize you. Then you'll have veteran versions of all four. These are not raid content. They're just five man dungeons. STL and KV shouldn't be frustrating if you're learning; the mechanics are easy enough if you know how to not be standing in red and can master movement and ability techniques you learn in the starting zones. But you will have to learn how to dash, strafe, and do things like use a stun during a certain ability. If you haven't learned to do these, then the only way Carbine can make dungeons simple enough for you to do is to make sure that you rarely die from taking damage.


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Wildstar is not good because of its difficulty in your opinion. I'm actually a huge fan of the challenge that some of the game presents and last time I checked you don't speak for the population.


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This poster represents 1000 players

This poster represents 400,000 players. Carbine decided to go with the 1000 players and a dead game and 60 staff layoffs with more to come, is what we have to show for it. Keep in mind, we are talking about the first level 20 dungeon here and not the much more difficult veteran level 50 ones


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Not opposed to making it easier for casuals to do the content- we just disagree about the way in which to go about it. You think requiring less mechanical skills will do it, while I think arming people with more knowledge will do it. Since I've SEEN the effects of arming people with knowledge and how much joy it brings them in the game, I'm pretty sure my approach is the winner for the game long term.


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It helps, but it's not required. Playing with a Roccat Savu and Isku keyboard, and running dungeons, adventures and raids just fine. WildStar is not about having the best hardware and the most macro's set up. Wildstar is about understanding it's core concepts. You can score gold in a dungeon with just 4 DPS abilities, 2-3 Interupts and 1-2 CC breakers/Movement abilities. Your goal is not to burst down the boss in the fastest possible time, but to make sure the boss get's no chance to actually cause damage on you. Most of the mechanics in all these dungeons and raids can be completely negated by using proper interupts and CC breakers. As was advertized at the launch WildStar: This ain't Azeroth, cupcake!


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