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Pryce
May 21, 2011

Beach posted:

I picked up some loot items, and I went over to fight a mini boss only to have another demo player tag it first and get the credit for killing it.

They addressed that during one of the Q&As... shared credit is going to be in the game, just not in the PAX demo.

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Pryce
May 21, 2011

Midrena posted:

and apparently there will be 3v3 PvP Arenas already at level 22.

Arenas are only going to be available at the final level cap, but they've temporarily moved it down to the current beta level cap so they could start testing it earlier.

Pryce
May 21, 2011

404GoonNotFound posted:

Once again, they have a goddamn zombie arm in the thumbs-up group shot in the Exiles trailer. They're covering their rear end after telegraphing too much.

Nope. We know what we're doing, shockingly enough. :)

Pryce
May 21, 2011

Pindakaas posted:

I wish those rock guys could be other classes than just warrior. Mesmer rock dude would own.
That green guy from the player housing image in the OP would be nice to have as a playable race too.

They've said the Granok will be able to be at least one of the unannounced classes.

Pryce
May 21, 2011

Phoix posted:

Lua. They're really trying to encourage UI modding.

Plus the entire default UI built by Carbine is in Lua (and effectively open-sourced), so you can dive into the official UI code and make tweaks to your heart's content.

Pryce
May 21, 2011

WildStar - cause games are like hard.

Pryce
May 21, 2011

NeurosisHead posted:

I just looked in my spam folder on a whim and found a beta invite key. But the enthusiasm for Old School MMO Raiding in this game has me completely uninterested - I'm pretty casual about MMO's. First PM can have the key. Gratz, Clam Down!

Keys are directly tied to email address so I don't think this will work. Or, more accurately, if this does work, excuse me, I need to go fix something.

Pryce
May 21, 2011
Gonna leave this here: http://www.wildstar-online.com/en/news/what_is_wildstar_raids.php

Talks a bit about the raid design philosophy behind WildStar, maybe this can clear up some of the debate. Or maybe it'll make it even more chaotic. Either way :munch:

Pryce
May 21, 2011

Lyer posted:

Have they commented on what end game content there is to do for people who don't want to raid? Farming 5 man dungeons aside.

Regularly updated story content (ideally monthly or faster) for the PvE solo player, Warplots/Arenas/Battlegrounds for the PvP player, Raids/Dungeons for the PvE group player. That should hopefully cover everyone in the endgame crowd, I think.

Pryce
May 21, 2011

Or they're just loving with you. :D

Pryce
May 21, 2011

Flumbooze posted:

Stress test (in this case) is just a euphemism for "We're still in closed beta, but we send out a lot more invites now. Oh, if you put effort into actually logging in, you're in it forever."

The early communication about the stress test was a good faith attempt to make very clear: The stress test is going to suck. Hard. It will not be about how awesome or not awesome the game is, it'll be about killing the servers as horrifically as possible so we can get that out of the way nice and early.

This isn't the generic hype-the-game Stress Test, this is an actual "Break our poo poo because we need it to break" test. And of course, no matter how much pre-messaging is done to make that clear, people are going to complain and freak out if they're not able to play during a stress test. We're hoping the promise of a full invite as long as they help out will help cull that, but it's going to be rough regardless.

Pryce
May 21, 2011

Midrena posted:

I don't think anybody doubted they'd implement something like this, but it's been confirmed that WildStar will have mentoring and rallying: you can downlevel yourself to play with your friends through mentoring, and you will also be pushed to whatever max level is appropriate for the particular content you're doing through automatic rallying ("when a player enters a battleground, their stats are scaled up to the max level of their particular tier (i.e., a level 3 player would be scaled up to level 10)" ... which works for dungeons as well).

From http://www.wildstarfans.net/2013/05/introducing-new-wildstar-features.html:

To clarify, rallying is only UP in PvP, but DOWN in PvE content. So when you hit level 50, you can only run the normal mode dungeon for sweet rewards by "rallying" down to the level of the dungeon.

The closest comparison off the top of my head is Rift's "Queue as Mentor" feature in LFG. Same thing, except there are bonus rewards and achievements and medals for choosing to do so.

Pryce
May 21, 2011

No one can say we didn't promise this would happen. :cheeky:

Pryce
May 21, 2011

miscellaneous14 posted:

Speaking of mob tagging, the beta of this game seems to have it enabled, which really surprised me. Hopefully that'll change before release.

Let's talk about this a little, because it's a hot topic in the beta right now too. I think I've been fairly unsubtle with the fact that I work at Carbine and if not, well, there you go. (And if you want to take it one step further, I've also worked with you before, miscellaneous14. Have fun putting those puzzle pieces together. :D) As a caveat, I'm not one of the designers, so I'm purely speaking from my own MMO experiences.

GW2 tried the "open tagging" model, and I feel like that actually discouraged grouping. People would fight next to each other, but not with each other. The only time I successfully grouped up with anyone was for dungeons (and let's not get into that aspect of the game). Tagging, when used well, can be a system to encourage grouping, not drive people away from cooperation, in my mind. WildStar also has "soft-tagging" on named mobs, so there won't be any bottlenecking when it comes to "Kill Chompy The Devourer"-type quests, solving one of the core issues of tagging systems.

That being said, it's a system, like all others in the game, that is open for debate, so I'd love to hear more thoughts on this. One cool thing that just popped up in beta is a user-created addon that will automatically try to group you with the person who tagged a mob should you attack the same mob. Not that I'm suggesting user addons should solve poor design, but it certainly helps us keep an eye on what players feel the design issues are.

Pryce
May 21, 2011

CLAM DOWN posted:

10 bucks says we have raiding drama/burnout and a splinter before the game even comes out.

Secretly hoping for this because I'm an evil bastard. :smugdog:

Pryce
May 21, 2011

CLAM DOWN posted:



To support organization efforts for the upcoming 40-person raid test, Starfleet Dental has offered Dear Leader's services to help out, through the creation of a subforum designated specifically for this test!

Please visit our forums here, create a new account, and follow the Wildstar raid test specific instructions in this post. If you previous were in SFD and have gotten deauthed for inactivity, you can follow the normal instructions to get re-authorized which will grant you access to the Raid Beta subforum.

Our Mumble is also fully available and ready for this endeavour, details available on the forums!

We are looking forward to welcome you to our Worker's Paradise!

Long Live Dear Leader!

Aaaaaaaand evil plot complete. My work here is done.

Pryce
May 21, 2011

Heskie posted:

I think with the telegraphs being drilled into players from level 1, the responsibility of staying alive won't just be on the healer's shoulders. I'm probably giving pubbies too much credit but perhaps standing in fire will be less of a problem?

Having run dungeons with a bunch of testers in this phase, I'd say that less-skilled players standing in fire is as much of an issue as always. But because it's so obvious when you're doing it wrong no one blames it on the healer.

Pryce
May 21, 2011

Korlac posted:

That's what I thought. 60+ sounds like a lot of freaking plugs. It'd be interesting to see a comprehensive list of all the available plugs and their function.

Some are decorative, some are functional. Recent examples would be a crafting station (for the anti-social ones out there who don't want to do it in the open world), a garden (plant seeds, wait, get cooking ingredients), and entrances to mini-dungeons (called Expeditions). More decorative ones would be a kiddie pool, ferris wheel, and hobo train.

Pryce
May 21, 2011

miscellaneous14 posted:

Unless this is an ArchAge situation and things just totally change after the first set of levels, they're full of poo poo. This is about as theme-park as you can get.

Also someone asked about mob tagging on the beta forums, and got this answer from another tester:


Welp.

Out of date info. More details coming soon.

Pryce
May 21, 2011

Gropey C posted:

Do i think it would be the sole reason, gently caress no. But if me and another guy are on the same level in terms of qualifications and I won 100,000$ for winning the International Tournament two years ago on a competitive esport I sure as gently caress think it will make a difference.

Having dealt directly with some of these types of people in past hirings/interviews, I would posit that it's the exact opposite of the situation you describe. Someone who feels it's crucial to add "Won X Dollars for a thing once" or "WAS THE #1 RANKED PROT PALADIN IN WOW" to their resume immediately gets red flagged by me. It has nothing to do with skillsets or experience, it's just that we've got enough drama queens and "personalities" in this industry, and I'll be damned if I'm going to help contribute to that by hiring another one.

If you think winning a competition makes you a brilliant fit for the job you're applying for, that's awesome, but you're going to have an uphill battle to prove beyond a shadow of a doubt that it's going to be a help and not a hindrance for the company.

But maybe that's just me.


FAKE EDIT: If anyone spells it "Chau" again I'm immediately putting you on the beta blacklist.

Pryce
May 21, 2011

LtOrange posted:

So I finally got a chance to get my hands on Wildstar during SDCC yesterday.
Was great seeing you at the party!

PS. I need to figure out a way to show some footage of the Chua swimming animation, because holy poo poo is it the best.

Pryce
May 21, 2011

Cao Ni Ma posted:

Something I'd say to get idiots to try and play something in a state thats nearly unplayable in the (false) hopes of getting into the permanent beta. :colbert:

Everyone who participated in the first Stress Test has already been invited to the permanent beta. That's why we need a new batch of Stress Testers.

Pryce
May 21, 2011

Meowbot posted:

During the entirety of the stress test it said my account was locked after I failed a password entry several times. Never even got into the game after hammering the login servers and no reliable method to unlock an account (password reset wasn't working for me, and neither was waiting) - seems like the timer was broken. I really wish I got an opportunity to play it because now I feel my account is wasted and I won't get to play the next time around since people were saying you have to log in today to get access.

Did you contact Support? They were unlocking accounts within 5-10 minutes if you put in the request.

Pryce
May 21, 2011

KaboomzZz posted:

Look at what happened to Swtor when Reid and Bass both left - It got better.

I don't think you understand what Community Managers do and don't do if you truly believe this is what happened.

Pryce
May 21, 2011

TheCosmicMuffet posted:

I'm not clear on what the article about addons was saying other than that there are 2 devs on the team who really like supporting addons.

Were those screenshots of working addons? Because it's so insider, I can't actually identify what's been accomplished. Is this one of those things where they don't want to try to get their UI right, so they leave it to the community to hammer it out, and then adopt the 'best of' a couple times a year?

You're correct, we did a terrible job explaining them. Let me go top to bottom:

YoGuRT: Pulls all your friends, Circle members, and Guildmates into a single window to easily mass-invite people to a group.
PSODACan: Inventory/Tradeskill tracker across all characters on your account.
RocketPig: Allows you to create "fake" tooltips for RPing purposes. Currently just flavorful player bios, but probably will eventually work on items too.
ChatLogEX: Adds lots of chat functionality, including IM windows, better filters/tabs, etc. Also contains a /who UI (since the game doesn't have one yet).
Journalism: Lets you type "/journal <note>" anywhere in-game and it'll mark your map with the note you left in that location. Those notes can then be shared with other players easily.

Pryce
May 21, 2011

TheCosmicMuffet posted:

Thank you for the explanation. Those are a little esoteric (except /who), but show you've put good functionality in there.

Any signs of the community starting the inevitable item-encyclopedia and drop rate recorder with in-game waypoints? Or will you guys be against that kind of record keeping?

Or is the drop system impervious to that kind of tracking?

Hmm, not actually sure if the drop system is trackable that way, but one thing we're trumpeting (incessantly) is that the UI is completely open-source. All base UI code can be read and edited by a player. Anything our designers have access to, players will. Our guys have to code in LUA and have commenting standards to follow as well, with the understanding that whatever they type will be seen by the world. The advantage there is that if our UI designers are being strangled by that restriction... they go straight to the programmers and demand some new function be added for everyone.

Long story short, we're not going to be anti-anything when it comes to the game data.

Pryce
May 21, 2011

Al Borland posted:

Just an update for those on the raid invite thing: Still nothing new on their end. We're getting closer back to the start-up of school and they sadly haven't started raid contest testing yet. So odds are some other poor souls will have to take over leading it as I will be infinitely busy in comparison. I know there were a few others interested in doing it so things should work out fine.

Yeah, sorry dude, things got all moved around when we decided to take a break between beta phases this time. If we get to a point where it's needed, I'll let you know. Apologies for the shifting plans.

Pryce
May 21, 2011

Argable posted:

My biggest gripe with most of the gaming industry right now is how much of the "communication" between devs and players consists of HYPE HYPE HYPE HERE'S THE REVOLUTION BUZZWORDSTRAVAGANZA. Simple concise explanations of what's going on behind the scenes is invaluable. I'd much rather get an honest report that a studio needs more time to test or fix issues they found than empty reassurances and misdirection.

It's my biggest pet peeve as well. Let's just say I learned a lot working on SWTOR and leave it at that.

Pryce
May 21, 2011
I have to stay out of this thread for now except to answer any clarification questions, but I will say: THANK YOU. This is easily the most coherent thread about the announcement that I've been reading through, and it makes my life so much easier to be able to pull quotes from the discussion here to pass around internally.

Uhrm posted:

If I have a CREDD (or ten) on my character and my gametime "accidentaly" runs out, do I have to pay for a month of gametime just to be able to log back in and use my CREDD(s)?
You won't have to pay for a month just to redeem a month. I don't have an answer to the "how" just yet, but it'll most likely either be a web-based "You have a CREDD, press here to redeem it" or we'll do what EVE/TERA do where you can contact Support and get a free 24 hours to login and redeem.

Uhrm posted:

Also, Can I use my CREDD to reactive an inactive account that belongs to a friend or maybe even a second account I might have?
Not at launch. The honest answer is that this opens up way too many scary possibilities for fraud, so until we can close every loophole this would cause, we can't allow it. Hopefully someday, though.

Pryce
May 21, 2011

Dracula Factory posted:

The guy said something about "adventures" that were a type of levelling group content.

Yeah, this'll become clearer once we officially "announce" Adventures, but the true number of group instanced content is much more than 3. More like 10 plus raids.

Pryce
May 21, 2011

Zasraik posted:

Is the same dungeon but with harder hitting/beefier mobs or a timer really unique content?

Totally different content. Think "Choose-Your-Own-Adventure" (HAHAHA GET IT?!?!?!?), where the group gets to choose which paths through the instance they want to take, and therefore which content they want to experience (more combat? Less combat? More puzzles? Less rescue/escorts?). It's actually tough to explain without showing it; I had to play through one myself to fully understand what we were doing with it.

Pryce
May 21, 2011

Herb Stencil posted:

basically what I mean to ask is: can I click on a guy and use a healing spell or will I have to dance around my own drat teammates trying to aim a heal/depend on aoe stuff.

You can do either, depending on which abilities you decide to slot on your bar. Some heals are targeted, others are aimed. In a perfect world, both would be equally viable options, but who knows where it'll end up by launch.

Pryce
May 21, 2011

miscellaneous14 posted:

Even after a ton of beta feedback asking for open mob tagging in Wildstar, the new system they're implementing is some kind of weird half-measure that sounds like it could be just as irritating as a closed tagging system. For the ARR devs, it just seemed like a no-brainer to have it be open, so I don't know why features like this are things any developer would waffle on.
You're a bit out of date on the tagging system (our fault, not yours). Keep an eye on this Wednesday's update; I can probably go a little deeper here than the article does.

Pryce
May 21, 2011

miscellaneous14 posted:

I don't know if your posts here are officially sanctioned Pryce, but for what it's worth, I believe all MMO developers should have a direct line of communication with the player communities like this. GW2 had Tivac for the months leading up to launch, and it seemed to help people here level their expectations a little.

You and I know, having both gone through a massively hyped game's launch, what that can do to a community. I much prefer keeping expectations in check as much as possible and letting the players decide whether the game is good or not. I don't need to convince the world about how amazing WildStar is... the game needs to be what does that. I just want to keep people as informed as possible about the actual game, not some fluffy "IT COULD BE EVERYTHING YOU EVER WANTED" pipe dream.

Pryce
May 21, 2011

THE PWNER posted:

Yes but what about Guild Wars 2?

:frogout:

Wait, poo poo, I'm supposed to be all welcoming and stuff. Um... want a free copy of GW2?

Pryce
May 21, 2011

Like I mentioned earlier, we weren't going to go super in-depth about the system in this article, but if you have any questions/concerns still about the quest system/open tagging speak up so I can either address them or bring them back to the team.

Pryce
May 21, 2011

Lyer posted:

So is it going to be that gain a portion of XP/quest credit thing we were talking about a few weeks back? Or has it changed completely?

Yes, but mob XP now increases beyond 100% to compensate. For example:
  • I attack and kill a mob solo. I get 100% of the XP.
  • I attack and kill a mob while in a group. Total XP is increased by a multiplier that scales based on the team size, and then split among the members of the group. This is less than the solo kill per mob, but is compensated by the increased speed of kills while in a group.
  • I attack and kill a mob while solo, and another dude ran up and helped kill it too. Total XP is increased, and then distributed to each of us based on our contribution to the damage done for the kill.
Basically you'll receive less XP per mob when you're grouped or working together in an open tagged environment, but that is more than made up for by the decreased time spent killing the mob. This is a similar approach to that seen in most MMOs. There's also some leeway in how much damage you need to do to earn full XP for the kill, so some idiot can't run by, get a few swipes in, and leave, decreasing how much XP you earn.

We also originally said that only the person who tagged the mob would get loot, and that's no longer the case. I believe the tagger is the only one who has a chance to receive greens, but everyone else can receive crafting mats and other standard drops.

Pryce
May 21, 2011

rekursiv posted:

The button text when he dies says to "Rez at the nearest Holo-Crypt", which would lead me to believe (and I would have sworn a developer mentioned it in some video or interview somewhere, but I can't remember at all) that you either pay the fee and resurrect at your corpse, or you resurrect at the nearest graveyard, with no corpse running involved. Not sure how I like that quick rez option in open world PvP though. I guess I can live with it, knowing that it's costing them money if they want that quick revenge.

This is all correct. Note that rezzing in place only pops you up at half-health, so it is NOT that great for revenge-popping unless you were both at crazy low-health (and even then, he'd probably rez right after you do and just kill you again). Also rezzing in place has a 30-minute cooldown, so if you pop and immediately die again you would have no choice but to head back to the holo-crypt.

Pryce
May 21, 2011
We just did a pilot episode of our livestream. Don't expect any new info but the archive is here: http://www.twitch.tv/wildstar/c/3145566

Future episodes will be much more focused on new info, reveals, gameplay systems, etc. but feedback and critiques about the stream itself would be very welcome.

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Pryce
May 21, 2011

Korlac posted:

TTK (Time to kill) looks a lot better in that play through.

That's the old game build before TTK was changed. What you're probably seeing is that we over leveled that content by 10 levels. Next stream you'll see a huge difference when we switch over to the most recent patch.

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