Simple question: Can you have numbers in your name? What about special characters like spaces or dashes.
This is important to me for... reasons.
(Serious question btw ).
At the moment there are numbers allowed in the names, not special characters. There's some debate on our beta forums from RPers about whether it's better to have them so that Mechari can have more robotic-style names or remove em so l33td3wd doesn't exist, so opinions welcome.
Jeremy Gaffney Executive Producer, Carbine Studios (Wildstar Online)
reding this thro i can only say im amused by the fact that all you the guys mostly asking questions are the members with 1 to 5 posted msgs only. very odd.
Can you give any information on how you going to cater to solo players at Eldergame?
Sure: Short form is we're aiming for at least one big dynamic area chock full of PQs and other solo/semi-solo content, regular new consumable content advancing the world story (approximately once a month but if we're cool like the GW2 guys we'll speed it up even more), deep housing stuff (some revealed some not), and more. Around the end of the summer we'll lift the veil on a lot of the elder game plans in detail so that it's not hand-wavey answers.
I really hope this consumable content doesn't disappear like in GW2 because that was not fun. For the more casual players, whom this is targeted towards, they can't log in every day and might end up missing some content. Do it like TSW's "Issues", where you add in small, new bits of content and new stories, but make them a permanent part of the world. That way people can enjoy the fun new stuff at their leisure.
Originally posted by diasz When it is going to be released ?
As soon as we have fun, varied leveling content up to cap and solid elder games around each major playstyle, is the honest answer. We'd like that to fall in 2013 but honestly getting it right is more important than hitting a date; you only get to launch once and the mentality of "launch a patcher and then fill in the game" has killed more MMOs than any other disease.
When it's done... great answer!
------------------------- "Searchers after horror haunt strange, far places..." ~ H.P.Lovecraft, "From Beyond"
WILL I be able to pilot a space ship? (However big or small.) I've seen them docked in the yard, for instance, in the Housing Dev!
What will your guild system be like? (I'm coming primarily from a WoW background, so I'll be comparing. ;D)
Do you have any need for a personal assistant/human slave?
Space ships: Actually we built the whole world intending for flight from day 1. But there's a bit of a backlash in the community right now around flight trivializing content/making the world too small. So we're listening to those debates right now, if I can be honest. Back when I/we launched City of Heroes flight was a big deal, so it's interesting to me now to hear the backlash. Opinions welcome.
We do guilds, haven't announced a ton of the different stuff in 'em yet. We also do circles which are guilds-lite, allowing you to more casually bond with numbers of different friends with different interests.
Not a question, but just an opinion/thought on flight in general (if wanted).
Inherently I don't believe flight is bad. If we take a look at World of Warcraft, the biggest backlash came from Cataclysm whereby a world that originally never hosted flight was drastically changed (in both look, systems and engagement of other players) just to incorporate it. The main reason it was put in was because it was so popular (and asked for) in previous lands where flight was in fact intended from the onset: Outlands and Northrend. To this date I don't think anyone would want flight to be taken out of the Outlands or Northrend (or MoP for that matter), but many would've liked it if Cataclysm was never released mainly because of this disconnect and the fact that it drastically altered what we (the players) knew. It made the original world, of which we had so many adventures and saw so many people for years, feel small by comparison.
I think the moral we should take from that is that if you intend to have flight in the world (and it was truly constructed from the start with it in mind) then it has to be at launch or never when it comes to the original over world/content of Nexus. It would be pretty neat if -- in an expansion -- we could have some kind've spaceship flight in the cosmos, with the ability to go to planets such as Nexus (or Nexus itself), enter the atmosphere (with whatever tricks are needed if the engine doesn't support it as seen in Freelancer) and then actually fly over the world and land on a space platform or in the wilderness.
So paying special attention to all of this is the right thing to do. Also is making the right choice. I don't think anyone could flat out say "do this" with certainty, especially since most haven't seen the world. Though if you say it's purpose was to host these things, then it will probably be okay. Might be interesting to fly a ship around houses floating in the air as well (or have your ship docked near your house to show off like it's some type of hotrod to your friends).
Edit: We should also consider if the setting also fits flying. Like if Wildstar is technological (which is seems to be) or based on Tech level 2 civilizations (or above), it may be prudent to have starships in some fashion (even if restrictions are placed for the reasons you stated).
Due to frequent travel in my youth, English isn't something I consider my primary language (and thus I obtained quirky ways of writing). German and French were always easier for me despite my family being U.S. citizens for over a century. Spanish I learned as a requirement in school, Japanese and Korean I acquired for my youthful desire of anime and gaming (and also work now). I only debate in English to help me work with it (and limit things). In addition, I'm not smart enough to remain fluent in everything and typically need exposure to get in the groove of things again if I haven't heard it in a while. If you understand Mandarin, I know a little, but it has actually been a challenge and could use some help.
Also, I thoroughly enjoy debates and have accounts on over a dozen sites for this. If you wish to engage in such, please put effort in a post and provide sources -- I will then do the same with what I already wrote (if I didn't) as well as with my responses to your own. Expanding my information on a subject makes my stance either change or strengthen the next time I speak of it or write a thesis. Allow me to thank you sincerely for your time.
Originally posted by faxnadu reding this thro i can only say im amused by the fact that all you the guys mostly asking questions are the members with 1 to 5 posted msgs only. very odd.
We have low post counts because this is posted all over the web on various sites, including the twitter feed for Wildstar. I've personally never came to this site prior to seeing the Q&A link on their twitter.
The circuit board crafting sounds a lot like the slot system introduced by The Old Republic, are you introducing their "shell" gear too so players who want to keep particular looks can? Also how have you went about solving the many issues with dye systems, mainly that the color gets altered by the texture?
I did battle with ignorance today, and ignorance won.
To exercise power costs effort and demands courage. That is why so many fail to assert rights to which they are perfectly entitled - because a right is a kind of power but they are too lazy or too cowardly to exercise it. The virtues which cloak these faults are called patience and forbearance.
Originally posted by faxnadu reding this thro i can only say im amused by the fact that all you the guys mostly asking questions are the members with 1 to 5 posted msgs only. very odd.
Some of us are lurkers, i've been a member since 02/07/2006 but if there's stuff i care about i.e Wildstar i go ahead and post.
Originally posted by faxnadu reding this thro i can only say im amused by the fact that all you the guys mostly asking questions are the members with 1 to 5 posted msgs only. very odd.
Most of us came here for the purpose of asking Gaffney some questions about the game, I'm sure.
At the moment there are numbers allowed in the names, not special characters. There's some debate on our beta forums from RPers about whether it's better to have them so that Mechari can have more robotic-style names or remove em so l33td3wd doesn't exist, so opinions welcome.
Why not just allow numbers for the Mechari race only?
Sup Gaffney! I've got a few simple question that have been on my mind after recently following Wild Star, lets get to it
1. How many active skills will be available to the player, specially speaking is it limited to the single skill bar we have seen on the current hud of the game, and you will have to swap out skills of your choosing whilst out of combat. Or will there be additional skill bars that can be displayed and players can use all the skill they have at their disposal?
2. for end game PvP will their be PvP oriented Gear to ( i don't want to say farm) achieve for people who put in a good amount of time into PvP, just as raider put a decent amount of time in getting there pve gear?( if so i hope their will be differnet sets, per class for players to choose from, offering different set bonus's and stats).
3. Will open world PvP be the same in-regards to World of Warcraft, players can group up and raid a main city and what not?
Thank you for time, i hope you answer my questions
Originally posted by Trivolver Greetings: Seeing some of the early beta footage from PAX, I've noticed there's a limited skill-bar with maybe 8 skills. An attraction to some other MMORPGs is that there is a variety of ways to play your character using a lot of skills (extra skillbars, many abilities...). Is Wildstar keeping its current ability limit of 8, will it increase, and what are the development decisions behind this?
Yeah, that caused a mild kerfluffle in the CBT1 Patch notes. Here's the intent:
The limited bar mentioned there is actually class skills, not path skills, temp skills, mount skills, class specials, etc. We reduced the number of abilities IIR in those notes to add more Path skills (but my brain is fallible)
Our goal is to support as many abilities in the LAS as a skilled player can use without custom hardware (30-button mouses etc). It turns out that while dodging, facing, strafing, moving, jumping, etc. we were finding super low numbers of folks using even the upper ends of the bar.
So...will it change? Probably, we need a ton more testers in and specifically we need high end raiders in saying when it's enough and not too much, and we need to gather data. So I don't know which way it'll change (history dictates probably allowing more abiltiies to be used, either through unlocking via the elder advancement system or otherwise so people can tune the way they want to play, but data and feedback will drive us (as through most things).
Jeremy Gaffney Executive Producer, Carbine Studios (Wildstar Online)
Simple question: Can you have numbers in your name? What about special characters like spaces or dashes.
This is important to me for... reasons.
(Serious question btw ).
At the moment there are numbers allowed in the names, not special characters. There's some debate on our beta forums from RPers about whether it's better to have them so that Mechari can have more robotic-style names or remove em so l33td3wd doesn't exist, so opinions welcome.
Without thinking of anything better than kindergarten 'name reporting', mayhaps some sort of racial ability selective to Mechari to allow for 'serial numbers' and the like. l33td3wd may still exist, but at least his model number could also be considered 'L-3-3-T-D-3-W-D' by the roleplay community. (As a RPer myself, I would much prefer the ability to name my mechari to proper robot standing, given the two options.)
Originally posted by faxnadu reding this thro i can only say im amused by the fact that all you the guys mostly asking questions are the members with 1 to 5 posted msgs only. very odd.
We have low post counts because this is posted all over the web on various sites, including the twitter feed for Wildstar. I've personally never came to this site prior to seeing the Q&A link on their twitter.
I got a question and its kinda important for me. Does dodge mechanic in wildstar give you damage immunity frame for the time of the animation, like for example dodge in Neverwinter, or not ?
Much thanks for taking the time out of your extremely busy schedule to answer a few of our questions.
That said with regards to mounts (for speed convenience etc) will you have a mix of "organic" (ie maybe tame-able fauna, domesticated creatures, magical, path specific, or class specific ones) versus "inorganic" (ie maybe elemental ones, as well as mechanical vehicles)?
I'm a huge collector of stuffs, vanity pets, mounts and the like. Thanks for your reply!
PS: If you have a spare Beta Testing slot for CBT2, I and my guild will buy all members of Carbine Studios baked goods as incentive---seriously!
I'd like to comment on the flying mount controversy if you don't mind.
I think a lot of the people bashing flying mounts are coming from WoW where they really did and continue to have a terrible impact on the world. WoW is fundamentally played on a 2D surface and while you move through 3 space going over a hill it's still just a curved surface. When flying mounts were introduced suddenly the entire game was tied to a surface, but players were able to leave that surface and totally circumvent the game world while also allowing the fastest form of travel to be totally player controlled. The world still feels large when you can take a big step somewhat quickly (flight paths between fixed points are good) but when you can take that step instantly or to anywhere the world loses its feeling of hugeness very very quickly (flying mounts and teleport based fast travel can be really bad).
I think there are 2 solutions and both are fairly obvious. The first is simply to axe flying mounts and teleport style fast travel (GW2 suffered from the latter with zones feeling like mini-farms instead of parts of a greater whole). The second is a lot more work intensive but is what you have to do if you want flying mounts and that is to really make them an integral part of the game.
You don't necessarily have to have aerial combat (I would argue you shouldn't, water/air combat tends to feel really really bad), but the world needs to feel like it needs them. An open field will never feel right with a flying mount, but a broken landscape with floating islands with interesting cracks and tunnels on the undersides to land on (and lie in wait for those that fly by later), with islands close enough together that you fly around and among them rather than over or through. Or a giant cavern with side caverns dotted across the walls and ceiling and interesting structures formed throughout by stalagmites/stalactites so the space is filled and there are things to do on all of them. Basically, don't let a flyer leave the wold, make the world fill 3 space, even if movement on it is still in 2 space. If you can do that, flying mounts would feel awesome.
And it worked well in CoHV because the world was filled with massive sky scrapers and structures and getting high up didn't get you away from everything it just put you near different things. It also didn't make getting away from the game the universal answer to getting anywhere quickly.
Will there be any sort of progression paths other then gear after you hit level cap. Examples being in dcuo you can keep gaining skill points after level cap thru achievments. Or like in coh with the incarnate trees.
Thanks for taking the time to do this! I'm super pumped, and I think you guys are doing everything right with the pre-game launch. I wish I was on your marketing team!
Anyway, I'm wondering about the different paths, and how much influence they will have in game play. Will the paths be more like flavor, or are they an integral part of the game experience, making it completely unique for each player? I have the same question regarding player housing - could you speak about these aspects of the game and what makes them a core part of the game experience?
Comments
At the moment there are numbers allowed in the names, not special characters. There's some debate on our beta forums from RPers about whether it's better to have them so that Mechari can have more robotic-style names or remove em so l33td3wd doesn't exist, so opinions welcome.
Jeremy Gaffney
Executive Producer, Carbine Studios (Wildstar Online)
I really hope this consumable content doesn't disappear like in GW2 because that was not fun. For the more casual players, whom this is targeted towards, they can't log in every day and might end up missing some content. Do it like TSW's "Issues", where you add in small, new bits of content and new stories, but make them a permanent part of the world. That way people can enjoy the fun new stuff at their leisure.
When it's done... great answer!
-------------------------
"Searchers after horror haunt strange, far places..." ~ H.P.Lovecraft, "From Beyond"
Member Since March 2004
Not a question, but just an opinion/thought on flight in general (if wanted).
Inherently I don't believe flight is bad. If we take a look at World of Warcraft, the biggest backlash came from Cataclysm whereby a world that originally never hosted flight was drastically changed (in both look, systems and engagement of other players) just to incorporate it. The main reason it was put in was because it was so popular (and asked for) in previous lands where flight was in fact intended from the onset: Outlands and Northrend. To this date I don't think anyone would want flight to be taken out of the Outlands or Northrend (or MoP for that matter), but many would've liked it if Cataclysm was never released mainly because of this disconnect and the fact that it drastically altered what we (the players) knew. It made the original world, of which we had so many adventures and saw so many people for years, feel small by comparison.
I think the moral we should take from that is that if you intend to have flight in the world (and it was truly constructed from the start with it in mind) then it has to be at launch or never when it comes to the original over world/content of Nexus. It would be pretty neat if -- in an expansion -- we could have some kind've spaceship flight in the cosmos, with the ability to go to planets such as Nexus (or Nexus itself), enter the atmosphere (with whatever tricks are needed if the engine doesn't support it as seen in Freelancer) and then actually fly over the world and land on a space platform or in the wilderness.
So paying special attention to all of this is the right thing to do. Also is making the right choice. I don't think anyone could flat out say "do this" with certainty, especially since most haven't seen the world. Though if you say it's purpose was to host these things, then it will probably be okay. Might be interesting to fly a ship around houses floating in the air as well (or have your ship docked near your house to show off like it's some type of hotrod to your friends).
Edit: We should also consider if the setting also fits flying. Like if Wildstar is technological (which is seems to be) or based on Tech level 2 civilizations (or above), it may be prudent to have starships in some fashion (even if restrictions are placed for the reasons you stated).
from TeoH on IRC:
are the mariokart mount physics are in yet?
We have low post counts because this is posted all over the web on various sites, including the twitter feed for Wildstar. I've personally never came to this site prior to seeing the Q&A link on their twitter.
I did battle with ignorance today, and ignorance won.
To exercise power costs effort and demands courage. That is why so many fail to assert rights to which they are perfectly entitled - because a right is a kind of power but they are too lazy or too cowardly to exercise it. The virtues which cloak these faults are called patience and forbearance.
Some of us are lurkers, i've been a member since 02/07/2006 but if there's stuff i care about i.e Wildstar i go ahead and post.
Most of us came here for the purpose of asking Gaffney some questions about the game, I'm sure.
Why not just allow numbers for the Mechari race only?
1. How many active skills will be available to the player, specially speaking is it limited to the single skill bar we have seen on the current hud of the game, and you will have to swap out skills of your choosing whilst out of combat. Or will there be additional skill bars that can be displayed and players can use all the skill they have at their disposal?
2. for end game PvP will their be PvP oriented Gear to ( i don't want to say farm) achieve for people who put in a good amount of time into PvP, just as raider put a decent amount of time in getting there pve gear?( if so i hope their will be differnet sets, per class for players to choose from, offering different set bonus's and stats).
3. Will open world PvP be the same in-regards to World of Warcraft, players can group up and raid a main city and what not?
Thank you for time, i hope you answer my questions
p.s I'm dying to beta test some pvp! lol
Hey Gaffney, who would you rather be...
WoW.. P2P ?
Allods Online... F2P ?
Yeah, that caused a mild kerfluffle in the CBT1 Patch notes. Here's the intent:
The limited bar mentioned there is actually class skills, not path skills, temp skills, mount skills, class specials, etc. We reduced the number of abilities IIR in those notes to add more Path skills (but my brain is fallible)
Our goal is to support as many abilities in the LAS as a skilled player can use without custom hardware (30-button mouses etc). It turns out that while dodging, facing, strafing, moving, jumping, etc. we were finding super low numbers of folks using even the upper ends of the bar.
So...will it change? Probably, we need a ton more testers in and specifically we need high end raiders in saying when it's enough and not too much, and we need to gather data. So I don't know which way it'll change (history dictates probably allowing more abiltiies to be used, either through unlocking via the elder advancement system or otherwise so people can tune the way they want to play, but data and feedback will drive us (as through most things).
Jeremy Gaffney
Executive Producer, Carbine Studios (Wildstar Online)
Without thinking of anything better than kindergarten 'name reporting', mayhaps some sort of racial ability selective to Mechari to allow for 'serial numbers' and the like. l33td3wd may still exist, but at least his model number could also be considered 'L-3-3-T-D-3-W-D' by the roleplay community. (As a RPer myself, I would much prefer the ability to name my mechari to proper robot standing, given the two options.)
Can we expect to explore the lore and background of Nexus in novels or similar media?
Thanks!
aha if thats so , makes sense.
OHAI !
I got a question and its kinda important for me. Does dodge mechanic in wildstar give you damage immunity frame for the time of the animation, like for example dodge in Neverwinter, or not ?
DaGaffer!
Much thanks for taking the time out of your extremely busy schedule to answer a few of our questions.
That said with regards to mounts (for speed convenience etc) will you have a mix of "organic" (ie maybe tame-able fauna, domesticated creatures, magical, path specific, or class specific ones) versus "inorganic" (ie maybe elemental ones, as well as mechanical vehicles)?
I'm a huge collector of stuffs, vanity pets, mounts and the like. Thanks for your reply!
PS: If you have a spare Beta Testing slot for CBT2, I and my guild will buy all members of Carbine Studios baked goods as incentive---seriously!
I'd like to comment on the flying mount controversy if you don't mind.
I think a lot of the people bashing flying mounts are coming from WoW where they really did and continue to have a terrible impact on the world. WoW is fundamentally played on a 2D surface and while you move through 3 space going over a hill it's still just a curved surface. When flying mounts were introduced suddenly the entire game was tied to a surface, but players were able to leave that surface and totally circumvent the game world while also allowing the fastest form of travel to be totally player controlled. The world still feels large when you can take a big step somewhat quickly (flight paths between fixed points are good) but when you can take that step instantly or to anywhere the world loses its feeling of hugeness very very quickly (flying mounts and teleport based fast travel can be really bad).
I think there are 2 solutions and both are fairly obvious. The first is simply to axe flying mounts and teleport style fast travel (GW2 suffered from the latter with zones feeling like mini-farms instead of parts of a greater whole). The second is a lot more work intensive but is what you have to do if you want flying mounts and that is to really make them an integral part of the game.
You don't necessarily have to have aerial combat (I would argue you shouldn't, water/air combat tends to feel really really bad), but the world needs to feel like it needs them. An open field will never feel right with a flying mount, but a broken landscape with floating islands with interesting cracks and tunnels on the undersides to land on (and lie in wait for those that fly by later), with islands close enough together that you fly around and among them rather than over or through. Or a giant cavern with side caverns dotted across the walls and ceiling and interesting structures formed throughout by stalagmites/stalactites so the space is filled and there are things to do on all of them. Basically, don't let a flyer leave the wold, make the world fill 3 space, even if movement on it is still in 2 space. If you can do that, flying mounts would feel awesome.
And it worked well in CoHV because the world was filled with massive sky scrapers and structures and getting high up didn't get you away from everything it just put you near different things. It also didn't make getting away from the game the universal answer to getting anywhere quickly.
Examples being in dcuo you can keep gaining skill points after level cap thru achievments.
Or like in coh with the incarnate trees.
Sorry for grammer posting this on my phone.
Homemade baked goods doesn't work. Did it already, no beta invite yet.
Hi Jeremy!
Thanks for taking the time to do this! I'm super pumped, and I think you guys are doing everything right with the pre-game launch. I wish I was on your marketing team!
Anyway, I'm wondering about the different paths, and how much influence they will have in game play. Will the paths be more like flavor, or are they an integral part of the game experience, making it completely unique for each player? I have the same question regarding player housing - could you speak about these aspects of the game and what makes them a core part of the game experience?
Thanks!
Shawna