I would like to know if anyone who has played wildstar and city of heroes could compare the two. Is the character creation comparable, does wildstar encourage group play like city of heroes. I know wildstar isnt a super hero mmo, but i'm looking for a similar experience in terms of group play.
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The Developers said that the game is built for 3 specific groups of people..
they are:
Solo/Small Group Players.
20/40 Person Raid Players.
Pvp Players.
There is content for all.
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Follows the usual trend.
Solo 1-50 Quest grind with group dungeons as a distractions, Only To end in a Raid or die (or equivalent pvp) endgame.
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I have played both.
I can say that this will be as others have mentioned based on your playstyle. CoH was a group content when it needed to be but you could easily solo thru most of it. Same is true here.
I think the only item missing from wildstar is the build your own dungeon or mission that CoH had.
I hope that they rebuild CoH or a similar MMO need a really good superhero one again.
Except that you can participate in both group and solo PVE and PVP activities while leveling as well as in endgame.
End game in specific indeed does have solo PVE content:
From IGN article
"When players hit the level cap at 50, they will begin their journey into the Elder Game immediately. The first step is with solo content, where players can earn gear through reputations and the end game currency, Elder Gems. High level zones such as the Crimson Badlands and Malgrave will feature an area called the Post-Cap Playspace (PCP). These areas are specifically set aside for max level players, and will have reputations, daily quests, and all of the standard bells and whistles of an end-game zone. What makes these zones more interesting, however, is that they will each feature zone-wide public events, which are multi-part quests that scale to the number of participants working on them. Public events will require players to fight monsters, solve puzzles, bypass gauntlets, and coordinate with other players in the world. Players who manage to complete these public events will unlock a zone-wide buff for their faction, as well as for everyone in their faction capital. By building on reputation rewards and high level solo quest item rewards, players can gear up and prepare for group content."
As it concerns group play you have these options:
normal quests while in a group awards more XP than when soloing them
world bosses & challenging world mobs
public quests
adventures normal/veteran (5man with different story to each player)
shiphands (scaling up to 5 man)
dungeons normal/veteran (5man)
raids (20/40 man)
arenas (2vs2 3vs3 5vs5)
bg's
warplots (40vs40)
Thats what i know
It's reasonably typical of "formula for fail" MMORPGs (everything after WoW that tried to be everything to everybody, ends up being strong at nothing and especially weak at MMORPG core - which is PvE grouping) - and ends up a F2P shell of a crappy game.
As such I expect it to have a healthy release, a massive drop off in 3 months or so, and to be F2P well within a year. I'd love to be wrong the the "formula for fail" has been proven to "work" so many times now and it seems like the more people refine the formula, the faster they fail.
That is:
- solo idiot mode leveling - any drooling idiot can level easily when quests all but do themselves, quests are like recipes for boiling water in complexity, all classes are generic and can do everything, and content is laid out such that you almost have to be a complete idiot to get yourself killed (what happens if I pull 10 mobs out of boredom - doh...could die that way...maybe)
Solo idiot mode makes a TON of sense. MMORPGs at their core are about group-based progressive PvE. So it makes sense that most leveling (or all if you never do optional instances) is done solo. That's how you learn to play with others and play your class in groups, of course. In all formula of fail games, the "real game" is end game - which is group-based (may have some solo crap that's just like solo leveling crap for gaining rep and whatnot - trivial crap you do between real content outings).
It makes total sense to pattern your leveling around gameplay that has NOTHING to do with the REAL GAME. DERP. It makes total sense to spend years and millions on content players obliterate and think nothing of when they're done with it.
It makes total sense to go for wider appeal and casual appeal in a genre that has always been niche and that features hard core and time consuming gameplay in THE REAL GAME.
But hey, those of us who stick around when all the soloists bail thank you all for paying your $60 and supporting the game's development (til it goes F2P and is flushed down the integrity toilet and is no longer worth playing except by scrubs who want free games and scrubs who want to pay 2 win what real players PLAY to win).
- occasional/optional/avoidable instances for groups while leveling (awesome boss fights, stupid amounts of boring trash, crappy rewards for the effort ensure only the hardcore will ever do them) (after TWS showed that instances could be ALL about fun boss fights without stupid amounts of useless trash, I will never be happy playing games that want to inflict ages of time sink on me just for taking on fighting the toughest content while getting the crappiest rewards (what I mean is, 1 boss may drop 1 piece of random loot that could be useless to the entire group, meanwhile some drooling idiot gets class specific loot of the same quality just for tagging a mob in the open world (like doing a 2/3+ quest without even grouping)))
- adventures - a small step above FFXIV fate zerging - the 5-man instance zergs for better rewards than you get in a real instance where you may actually die, think, try
- typical endgame with grind this, grind that - not a bad thing - that's how endgame rolls - you just have to hope there's enough of it to keep busy long enough for the next batch of content to come out, with a smattering of more solo idiot mode for solo idiots who should be playing single player games but like to solo watching other people they never interact with solo next to themselves - it's a weird thing to me - and for group people to grind when they can't grind instances as another method for grinding out endgame poo. Considering they are now saying that parts of the elder gem system won't be done until after release, that leaves me thinking that once again, the focus on solo idiot mode useless content has left yet another game with incomplete/weak endgame at release, and when even the devs say endgame is the real game, that's not a particularly good thing.
I will add, I pre-purchased (and am considering going for a refund because the CREDD thing just doesn't work for my view of gaming - it's something I've wrestled with the whole time following the game and continue to wrestle with) and have only had weekend beta access. Sadly, like FFXIV, the first 20 levels of WildStar are basically useless content - 20 levels of tutorial, which is about 18 too many. It's not as bad as FFXIV - it doesn't insult you to the point of thinking it's designed for people who've never experienced electricity before, let alone technology or computer games, but it's zero challenge in any way outside of the ONE optional instance you can do that's lvl 20.
Supposedly - and I surely won't believe it til I experience it because IMO *ALL* solo content is ez-mode - supposedly the higher level content is tougher.
They're also adding an ungodly huge beyond description patch going into this beta weeked, and one thing it is adding is tougher mobs across the world ( so it claims ) such that you can do tougher mobs for even generic quests to get more credit, be more challenged, or make duo/small group something other than wholesale slaughter.
This is something I'd read about while following WildStar that was absolutely not there 1-20 previously and if it works as originally described it would do a LOT to liven up what has been an ultra generic solo ez-mode on completely linear rails going from hub to hub snoozefest. I'm not even sure throwing in beefier mobs can help how incredibly streamlined and boring the leveling is, but maybe.
I intend to level a 2nd spellslinger to 20 to compare (and spellslingers got buffed across the board - which is *drool* since I already scored top in every PvE thing I did that was measured and did very well in PvP even though I don't even like PvP much (lowbie BGs aren't that bad since the gear/spec/everything imbalances and grief aren't usually there) and kind of suck at it (but tried it to give it a fair shake)).
Premium MMORPGs do not feature built-in cheating via cash for gold pay 2 win. PLAY to win or don't play.
...til endgame, when it matters, where all of the best loot and experiences will be tied to raiding. As it is in any MMORPG worth playing.
MMORPGs are simply not ideally suited to casual/solo gameplay - companies keep trying - and look at what happens with them. WoW is an anomole (great game, right place, right time, isn't happening again, everything is online now, way too much competition for gamers across pretty much all genres and platforms) - how many of the clones stayed sub-based? How many retained players?
Mowing down solo quests in a duo or small group isn't much of a grouping experience. Who knows, maybe some of the 21-50 zones aren't just hub based solo questing? I'd be shocked. Happily shocked. Another thing mentioned in the patch notes is that world groups will always get more xp than anyone soloing, which suggests that maybe there's a reason to group other than just to get extra xp mowing down helpless solo content.
I would be delighted to be wrong about 21-50 being more solo idiot mode. I'd be beyond delighted if it wasn't all ultra linear hub to hub questing. I'd love it if there were areas where you could group any time and it be worth it. Kinda doubt it's happening. But one can dream.
Premium MMORPGs do not feature built-in cheating via cash for gold pay 2 win. PLAY to win or don't play.
Is farming / crafting viable as an endgame activity for soloers not into raid-pvp?
"When players hit the level cap at 50, they will begin their journey into the Elder Game immediately. The first step is with solo content, where players can earn gear through reputations and the end game currency, Elder Gems. High level zones such as the Crimson Badlands and Malgrave will feature an area called the Post-Cap Playspace (PCP). These areas are specifically set aside for max level players, and will have reputations, daily quests, and all of the standard bells and whistles of an end-game zone. What makes these zones more interesting, however, is that they will each feature zone-wide public events, which are multi-part quests that scale to the number of participants working on them. Public events will require players to fight monsters, solve puzzles, bypass gauntlets, and coordinate with other players in the world. Players who manage to complete these public events will unlock a zone-wide buff for their faction, as well as for everyone in their faction capital. By building on reputation rewards and high level solo quest item rewards, players can gear up and prepare for group content."
normal quests while in a group awards more XP than when soloing them
world bosses & challenging world mobs
zone events
public quests
adventures normal/veteran (5man with different story to each player)
shiphands (scaling up to 5 man)
dungeons normal/veteran (5man)
raids (20/40 man)
arenas (2vs2 3vs3 5vs5)
bg's
warplots (40vs40)
I find it funny how some naysayers are usually referring to Wildstar endgame as "Raid or die", like there's nothing to do in end-game except raiding.
If we pretend that PVP does not exist in this game (which can't be further from the truth), there's still max level zones with public and daily quests. And then, you can usually hear how daily quests suck and people don't want daily quests.
It seems that some of the players expect (on top of everything any game, not just Wildstar, can offer) is to have limitless amount of unique quests at end game, with appropriate rewards. I would like to play such game, but in the meanwhile, I'll play what's available to me right now.
Is it fair to say this game is going to be a lot like FFXIV?
With the 20/40 raids equal to crystal tower raids. With end game currency like the Tome stones?
As far as it being solo, I'm guessing its as soloable as FFXIV? Public quests almost equal to FATE's.
What I wonder is how will the crafting be in this game, will it have end game crafting that is not gated by raids, or allow crafters to craft the best gear in the game?
Best gear always comes by 40 man raids. The exceptional though is how you can upgrade that gear.
As for crafting and some more info about the game check this if you want
http://www.guardianhq.com/wildstar/na/
Err no.. it's nothing like FFXIV. Not all games who have dungeons, raids, public quests are the same.
Out of interest, has ESO reached those 10million subs you predicted?
..Cake..