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http://massively.joystiq.com/2014/09/08/the-nexus-telegraph-wildstar-aint-doing-so-good/#continued
This article talks of server mergers and such. i can defiantly see why there doing so. i played Wildstar for 2 months but not at launch. i do this now one to let the rush kill themselves thru and to see if the game has improved and from launch. that being said as for the server mergers i can see why there doing it. i tried two diff servers and man those things are ghost towns. one evening i played for 2 hours before i seen another soul.
Now the main question i have is, has Wildstar failed, or not? the game hasn't been out no time and servers are shrinking. this is obviously not a good sign. so what do you think. personally i think a buy to play option would have been better for this game at launch. at least then the players for the most part would still keep playing.
Comments
You can log into WoW on any given day and pretty much say the same thing. They've spread there playerbase across even more servers and their solution is to coalesce servers virtually in order to make them appear more full. Even doing all that they still can seem like ghost towns because there are so few really populated servers.
I agree that the subscription model was a bad choice... as it was for ESO.
There is nothing wrong with subscription models. Plenty of games are doing well with the standard $15/mo model.
Wildstar is failing because after the easy breezy leveling experience people got slammed into the attunement wall and they didn't like it. Those that did get past it realized that they were few in number and wouldn't be able to gather enough people to push through the content.
Of course there are probably a handful of guilds that are clearing the content but are a few hundred people really gonna keep wildstar afloat?
Too much focus on the game and not enough on the game world is a huge problem with MMOs. Exploration didn't have to coaxed out of people with silly rewards and map completion achievements, we did it because the world was freaking awesome and we wanted to. If we happened to stumble upon something cool it was a bonus, not a given.
I agree with this^
I've been lvling a new toon the past week on WoW, and I can honestly say that I've only came across 10-15 players in total from lvl 1 to 72. Every zone in WoW seems to be dead.
Of course it changes in Org and in the RP capitals.
Fail or not is a matter of business perspective.
Personally I believe they are planning to go b2p at some point and have planned this long before WS had even been released.
This way you can rake in monthly subs first, as a kind of bonus money adding to the box price, before you lure in masses of players with a free version.
It's more profitable this way so why wouldn't they?
I would say that as a P2P, yes it failed. Large portions of endgame focus on housing items and customization options. I'm wondering why they didn't start with a cash shop in the first place. But i also agree that a B2P option could work too.
For a game with a strong focus on combat, it was that combat that actually drove me away. I love action combat, but as the game progressed it seemed like monsters didn't gain new abilities, they just got more health. That is not how you add challenge! though it did mean i could no longer kill things alone as easy. I just ended us doing the same combo as the low health mobs but doing it 5 times in a row.
IMO, WS failed, hands down. After playing it from launch I stopped after 2 months in, even though I sold my Trigger Finger AMP and had like 30plat to spend on CREDD..I let it all rot. Leveling was so piss easy, blowing through the content like nothing really mattered. Which honestly...it didn't, because you out leveled zones and gear readily and easily. If you did PvP in conjunction with PvE...forget about it, you'd be 3-5 levels above zones if not skipping some zones entirely. Speaking of PvP....yeah...enjoyed the lower level pvp a bit more but the crazy imbalance with some classes and class skills/mechanics just blah for me.
Speaking of blowing through levels...once you hit level cap. Welcome to the hardcore end game, that 98% of players don't partake in! Yeah! Lets make attunement like super hard, super long, and basically a headache! That'll surely keep the subs. No, not really. I hit level cap, got some pvp gear, and basically said fuq this shit. I did my rank 14 pvp raids in WoW, and WS pvp by far isn't nearly as enjoyable or remotely as balanced...that and the telegraphs. Holy sarcastic cows, the telegraphs and particle effects in pvp could give someone seizures, that and you'd lose track of wth was going on half the time.
WS, if you're still interested in playing it...go for it. That or wait till it tanks and its F2P. I for one feel like a sucker for buying the game to play with my friends even when I specifically told them it sucked from my time in BETA. Damn it...thats what I get for for not sticking to my guns.
You reap what you sow.
Failure of the year.
Everyday it gets worse for Carbine.
I really don't know what would be better ?
B2P with a cash shop or F2P with a cash shop.
B2P works fine for GW2, they pump out the content (well at least re roll content) often enough for it to feel steady.
But for Carbine, they wanted to do once a month patches, but we see now that isn't going so well.
So maybe true free to play with content once every three months maybe ?
I really hope they have a plan.
Not sure why this turned into a WoW bashing thread. Looks like a away to distract from the real subject of the thread.
The thread is asking aboit the possibilty of a failed mmo. WoW is anything BUT a failed mmo. Withering yes, but not failed.
Let's play Fallen Earth (blind, 300 episodes)
Let's play Guild Wars 2 (blind, 45 episodes)
What do you mean? Eso has healthy server And work perfect whit subscription. Sorry to dissappoint you!
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thats because ESO only has 1 server, WS have empty servers
SOrry, I wasn't attempting to turn this into a WoW bashing thread, I was just saying that a games world can be virtually empty but still be alive at end game
Whether the game fails depends on what they've spent on it and what they can make from it. So the jury is still out on that. What I think WildStar demonstrates more than anything that in the Themepark Arena, the "Hard Core", "Group Centric" style of game play is not the big draw that the developers thought it was. This is something that other developers are going to take to heart.
I can not remember winning or losing a single debate on the internet.
This.
It shouldn't even need to be said.
I think its the super mario jumping gameplay that is the problem more then its the hadcore Group play.
its not fun! i actually prefer old clasic combat Before action combat smahing!
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I stopped playing because the class I was playing, medic, was obviously badly mishandled and poorly made abilities wise. This is usually a bad sign and takes many months to even come close to fixed.
I probably would have left anyway once I got to the attunement phase. That sounded really boring and assinine. I have better things to do. Most MMORPGs just become really bad games at that point in their life, I am not sure I would even classify them as "games" at that point.
I think it a bit more than just this. I think MMORPGs of this sort lack real gameplay and therefore real challenge. The devs are correct that people would like challenge, and therefore good gameplay, of some sort.
Their mistake was buying into the propaganda that "hardcore" as its often called in MMORPGs is actually challenging gameplay. Its not challenging, its just a pain in the ass.
When I did wrestling or jiu-jitsu, drilling moves was not challenging it was just a pain in the ass. Winning a match against an actual person is challenging. Even though drilling moves is necessary for winnning a match and drilling moves is a constant learning experience that is not easy and requires a lot of work and refinement, its not challenging.
Most MMORPGs are nothing but the equivalent of drilling moves. They aren't even games really. I appreciate that WS tried to make this less of a thing by having the telegraph system. And to some extent its a laudable thing. Unfortunately they implemented it poorly in many ways and they lumped on layer after layer of "hardcore" bullshit to make it the same old same old tedium.
Whenever i read a topic about things Wildstar is doing wrong, i wonder why barely ever someone raises this topic.
In my opinion not only the medic, but most classes in general are not very well rounded and tuned to their own terms. I saw alot of "help me find a class i like" or "cant stick to a class" postings allover the forums and people seemed to have a tough time finding one that clicks to them.
I might get jumped on for this, but to me alot of them play very similar to each other and just have a different theme stuck to them -thanks to the games' combat system that comes before anything else. For telegraphs and twitch game to work it mostly requires melee/ mid range, constant attention and movement, hence we don't see a real DOT, pet class or shielding class that could encourage lazyness.
It's like when they designed the game they didn't intend to design some classes that would stand on their own, but in first place had the combat system on their minds and after that they made some "classes" to rather carry this system.
The second is that raiding inthis style has been done to death and has nowhere to go., iIt ultimately eats itself up by destroying its own content through tiered gear/out scaling content and creates toxic communities and a constant waste of resource battling balancing issues.
rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar
Now playing GW2, AOW 3, ESO, LOTR, Elite D
I disagree. Let's take a look at older and newer subscription MMOs: Swtor, EQ2, Lotro, AoC, Aion, STO, CoH, Tera, Rift, etc... I could go on and on, but the point is, that almost all these MMOs went f2p or went hybrid with a sub/f2p (i might be wrong on some of these). Even WoW is losing hundreds of thousands of players since Wotlk, and that's a sub game.
It's not like FFXIV, WS, or ESO are doing any better as a subscription model either. People are realizing that a sub based game isn't worth their money, even if the f2p alternatives are worse.
Most of those games you listed still make a lot of their money from people paying a sub. But I think people are much more on and off with them which is why a free game with a sub option brings in more people paying one. You can come and go and still play and pay the sub once in a while. the freedom to choose really works for people who like to bounce around from mmo to mmo a lot.
Under the older p2p system if you don't pay you can't play. That really seems to drive people away from a game permanently and they lose out on the migrating gamer.
A creative person is motivated by the desire to achieve, not the desire to beat others.
I agree. And it works even better if the game's pretty good at tempting them into subbing again once they start to play it a lot.
I often see people return to SWTOR and playing as F2P for a bit initially, then getting sucked back into the game more fully and resubscribing. I would imagine it's similar for other MMOs that are F2P with a sub option.
My SWTOR referral link for those wanting to give the game a try. (Newbies get a welcome package while returning players get a few account upgrades to help with their preferred status.)
https://www.ashesofcreation.com/ref/Callaron/