117037-do-you-think-this-game-might-actually-die-page-4

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While this really does sound quite nice, it also sounds like the people that are most in need of content (solo players and such) are looking at a wait of, at bare minimum... January? I've got to be honest here, it sounds like Wildstar will really be where it needs to be in... April.


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You understand they are working very hard to fix this, right?


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So... in the meanwhile we shell out $15 a month to beta test a product? I suppose there's no reason why not: people continued to pay to beta test Final Fantasy 14 after it had been "returned to beta". Except... that's the button that you can only press once because it only works one time. The product is unsatisfactory right now, and we are expected to continue to pay for it based on vague promises of good stuff to come? There are a lot of people that really want to see this game succeed and take a big place in the MMO marketplace, but Carbine's biggest failure at the moment is the inability answer this question "why should I stay while you fix the game?"

Every time you've popped into this thread, you've been essentially saying "this thing you've said is not an issue for me, ergo it is not an issue". The fact is when you have several different people saying "this is an issue" then it's an issue whether it effects you or not. I see that you've admitted to being frustrated as well, but you can't continue to dismiss the concerns of others because they're not issues that affect you. Big parts of the annoying RNG aren't going away: Rune slots will still be random except for the number of them will be set based on the source. Hooray: purple drops will have a set number of rune slots, but the usefulness of those slots is still determined by their type which will continue to be randomly generated. But you can change the type of slot... with a kit that is a loot drop, thus it's availability will be highly limited. Allow me to fix rune slots right here while eliminating the RNG from them: all gear comes with zero slots, and players must craft the type of rune slot they want and then add it on to the piece of gear themselves. How difficult is that concept? I say that if I don't know exactly where and when my next gear upgrade is coming from, that's too much RNG and that is what we're still going to be seeing in Drop 3. If I get a unexpected upgrade via loot drop before I expected, that's fantastic; but if I'm expected wait weeks or even months for RNGesus, then I'm moving on. Virtually every other game on the market has moved away from RNG loot dependency for gear upgrades (via gear currencies, smaller set loot tables, and/or universal gear tokens that are traded in for the exact piece you want), and it's only going to take Wildstar seven months after it's launch to catch up to what is genre standard.


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