124596-returning-trial-player-impressions

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1. Start Playing 2. Keep Playing 3. Welcome Tex Back 4. Profit Much easier :P


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It only takes five seconds on the Wildstar Facebook page to confirm everything in the above post. If it's not perfect at launch and comes complete with an Azerothian-size theme park and every feature in every game in the world (even if those features conflict with each other because you have to please everyone!) then the game is an automatic failure.


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Well the core of the game hasn't changed much which is good cause Wildstars core has always been fantastic. What has changed are all the quality of life improvements. Just forum search "I quit" posts. Have a read through and try to identify why the player quit and has his issue since been fixed? RNG has largely been removed, pvp gear imbalaced fixed, attunement fixed, 40 man DS fixed, itemization fixed. Now the job is getting those players who quit to give it another chance. Hard yes, impossible no


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Well, get your old guildies to come back. :) Raid content story stuff? That's a thing? Raids aren't really like the dungeons, where you have several logs and datacrons scattered about. Have you tried Omnicore-1? I think that's as much story as you get out of the raids?


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{| style="width: 100%;" Another one from starting player, QoL changes are impressive, almost everything that turned me off in beta is gone -- can't point my finger to one thing specifically but overall feeling is a lot better.

Academy is a great addition, had a tons of fun going trough it with all of my alts. IMHO it has great challenge curve so that even less experienced players can understand how to beat it, and looking at the queue times looks that I'm not only one thinking that. Only thing that maybe is missing is a little bigger emphasis to notify players when to interrupt (and IA explanation) as I got a feeling that fresh players (to MMORPGs) missed explanations in it, depends on group, some had people willing to stop and explain, some, sadly, not. Adventures are a different thing -- in 2 starting ones (Exile/Dominion) Exile felt a lot easier and much more forgiving (maybe I had just dumb luck with the group) while I'm still to find a group to finish Dominion one, not sure where they belong but maybe they can benefit from a little better challenge ramp than it's now. Crafting: (all my characters are around 20ish) -- starting zones may need a little better material density as (IMHO) first tiers should not require to go and hunt for mats for prolonged time, especially when one is starting and still to open whole zone. Also, salvaging concept was clear to me (as long time MMORPG player) but for someone starting out and who wants to craft I think there should be more explanation why they need to salvage items (power cores) instead of just vendoring them (especially coupled with the need for the currency on the starting character). Another thing is that leveling characters has not much stuff to buy on AH (CX mats are mostly too expensive for starting character) and IMHO that may be (partially) a result of the need to go to the main hub to get to AH, having AH/CX near crafting stations and questing hubs will (IMHO) encourage players to sell items more in all level brackets instead waiting for cap to start doing that.


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I haven't. My guild built one before it disintegrated back in the day but we were defeated by the roster boss before we could use it. Warplots should have had a full mercenary option to start with, not just the 40vs40 option.


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They weren't designed to work like that... it was not just fighting another team, it was about progression and persistence.

And worse, then it would be just like every other closed, instanced map.

Warplots were a great idea but I think was an over-estimation in the amount of PvP players looking to organize like that. I applaud Carbine for taking that risk though... as we all should be.


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then you arent queuing, all fridays and saturdays are warplots night in the primetime, i have seen a lot of warplots since the pvp guilds made the warplots nights a thing. For the moment they are just exile vs exile, and one time saw a dommie group but been in a lot lately because of that


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I am almost to level 40, after having started over when I resubbed. Dudes ... even Wilderun doesn't suck, and from me, that is high praise for the zone dubbed "Subscription Killer" ...


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I love the music in Wilderrun... but last time I played it I felt like I was committing genocide on those poor animals I killed so many. Gonna give it a whirl this evening while the wife is out at a friend's bday party, you've made me hopeful that those maniacal requirements have been toned down a bit.


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Excellent. Normal Moo also has a big ass sword. Should be fun!


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