Author Archives: Dan

Bonus Beta!

The Carbine crew is treating us to an extra weekend of beta-y goodness!

Do you think waiting until next weekend to play WildStar sucks? Do you feel like being capped at level 17 is like wearing a soggy turtleneck? SO DO WE!

Starting tomorrow, Friday 3/28 at 7:00am PDT, the servers will be live and the party ain’t stopping until Sunday night! Also, the level 17 cap is gone and is now being replaced with a level 20 cap. My quick math skills tell me that’s an extra 3 levels! This bonus weekend is a way to get more testing time for us, awesome, as well as more game time for all of you who have Pre-ordered, double awesome!

This is our way of gathering the feedback we cherish and saying thank you to all of our loyal testers. Which is why we would love it if you logged in this weekend, enjoyed the extra 3 levels and the bonus game time because it will greatly help us be that much more prepared come launch day June 3rd.

Stay Frosty!

 

Patch up that client, and get yourself to Nexus!

PvP DevSpeak!

It’s not just Rowsdower and Raiders you need to keep an eye out for on Nexus…. there’s those pesky other players too!

Even if you’re rolling on a PvE server, you might want to blow some steam off in the Arenas or BattleGrounds, and today’s DevSpeak spills the beans on PvP!

A few highlights:

  • Cross Realm queues.
  • Rivals get marked in open world.
  • ELO present in rated matches only.
  • Below level cap, level and stats are normalized.
  • Arena teams have a shared pool of respawns.

 

Arenas/Battlegrounds should be quite chaotic with all the telegraphs flying around/overlapping.  I’m not a big PvP’er.. but it looks like it’ll be a lot of fun.

Pre-Order is LIVE!

Go! Go! Go! Go!

 

It’s that time… Pre-Orders are live!  Head over to the pre-order page and get going!

 

Here’s the blurb from the W* News announcement:

We’re worked into a lather to announce that WildStar is now available for Pre-Order! The only prerequisite? Being awesome! Can’t decide if the standard or digital deluxe edition is right for you? Don’t sweat it, you’ll be needing every last drop for character creation! Our Pre-Order page will drench you in all the nitty-gritty details of what each edition offers. But don’t forget, only the lucky few brilliant enough to pre-order get the whole shebang of exclusive pre-launch goodies, including a swanky rocket house from the windows of which you can mercilessly taunt the unpunctual at your palatial leisure, a housing trophy to throw at them, an in-game title to make them read, and in-game storage bags to fill with all the schwag they’ll most likely leave behind. Did we mention the 3-day headstart and access to every single bone-crushing beta weekend? If not, WHY not?

So what are you waiting for, adventurer? Quit suckin’ that thumb and raise it proudly to the universe while there’s still time! Our next beta weekend kicking off in just two days, so pre-order now to join us and our mutual friend adventure on Nexus!

WildStar Release Date!!!

BOOM!!!!!

 

Mark your calendars Cupcakes…  Your journey to Nexus starts June 3rd (or, 3 days earlier if you pre-order and get a head start).

That’s right.. Carbine made the big announcement today.. Pre-Orders start next week (the 19th), and Launch is June 3rd… oh, yeah.. that pesky NDA thing?  Stomped in the ground, like a Chua who picked a fight with a Granok!

Check out this pre-order trailer, for a look at some of the digital goodies you can get when you pre-order:

No word about a big fancy Collector’s Edition yet (in fact, everything points to ‘NO’ for that).. which is a bummer.. I’d love a little Aurin Esper statue to put next to Darth Malgus from my SWTOR Collector’s Edition.

 

Regular Digital version will be the ‘normal’ $59.99, with the Digital Deluxe version running you $75.00, here’s the handy graphic providing a breakdown of what you get in each version:

 

WildStarPReOrder

 

According to Massively pre-ordering will also allow you to reserve your character name, and guild name too.. so you’ll want to hop on that.

 

Here’s the important pre-order page over on the WildStar site, you’ll want to have this handy for the 19th.

 

 

WildStar Wrap-up, Volume 11

Holy Adventure Information overflow!

The flick last week was apparently just the start of the information iceberg for Adventures!

Following up on the flick’s release, we received a DevSpeak, an Info-Drop page, and the Reddit AMA.  If you had questions about Adventures, odds are… they got answered this week!

Let’s start with the DevSpeak:

At first glance, it looks like a plain, boring disclaimer this week.. but, there is a quick flash of a more…colorful disclaimer:

Screen Shot 2014-02-23 at 11.47.16 AM

Keeping like colored letters together to form words, and then putting those words into sentences.. gives us:

“The Disclaimer guy loves you and wants you to be happy so do like wise with your fellow gamers and be excellent to each other.  party on!”

So..Disclaimer guy is obviously either Bill, or Ted:

BandT

 

Actual highlights from the DevSpeak video are:

  • 5 person simulations that take place in alternate versions of zones you’ve already seen
  • Leveling/Elder game modes for each Adventure
  • Unique mechanics that may not exist in other parts of the game.
  • Choice matters
  • The Malgrave Trail (level 45 Adventure) is shown as an example of choice mattering.  You protect a caravan, and have to select from multiple paths to get to the destination.  Each route could be geared toward a specific path (Solider, Explorer, Settler, etc..)..and will have different challenges along the way.

Screen Shot 2014-02-23 at 9.43.03 PM

 

  • Siege of Tempest Refuge (level 30 Adventure) has “Tower Defense” elements, to help you fight off the attacking forces.
  • XP, medals, achievements, and titles can be awarded in an Adventure.

 

The Adventure Reddit AMA on Weds. afternoon, was just chock full of good information, here’s my favorite Q&As:

Q: Hello! Are there any advantages in having various Paths by people in the Adventures?
I mean do Settlers and such get to build some stuff for their team? Do warriors get some missions that the rest of the team can participate in? Etc.
A: Hi! Thanks for the question. Paths will only come into play in the higher level adventures. And even then, the path composition of your group won’t have any run-making/breaking affects. We don’t want to add the extra difficulty of getting that optimal group combination in.
I can give you an example of the effects you will see though! In The Malgrave Trail adventure, for every player you have in your group with a particular path, your caravan will receive a particular buff. This includes things like Your caravan moving slightly faster for every explorer you have, a percentage of the caravan becoming armed for every soldier, maximum supply stores being upgraded for every settler, and your caravan’s max health being increased / starting supply of medicine for every scientist.

Q: How much replayability do you aim on Adventures having for endgame players?
A: Four of the six launching adventures will have veteran difficulty modes that drop level 50 rewards. These modes will also have tougher fights and additional mechanics in place to take the challenge to the next level.
Each adventure accomodates a fair number of playthroughs without your group seeing the same content twice. Replayability is among our top priorities when we make adventure content!

Q: Are adventures truly dynamic? Or are they “solvable” in that there is a particular solution that you/your party should know in order to get the maximum rewards?
A: The lowest level adventures respond pretty predictably to player choice, but once you’re past those introductory instances you’ve got a lot of different variance in the mix. One of our key goals is to make sure that a good group of players will always see better results from a solid strategy they cooked up in real time than one they read off the internet. We also spread out loot rewards across the various routes through the content to ensure that making the same choices every time isn’t the way to go.
Adventures and dungeons will be similarly rewarding, and the expected time to complete isn’t wildly different between them. As far as difficulty, dungeons and advenures are challenging in different ways. Dungeon content tends to stress a group’s ability to cohere in combat, while adventure content rewards groups that communicate and strategize well on the fly.

Q: It seems the adventure concept will greatly increase replay-ability for leveling alts or repeating adventures. Will there be different adventure choices based on faction for even more variety?
A: We’ve generally avoided faction-specific choices, mostly for balance reasons (we don’t want a case where the Dominion has an easier route through an instance, for example).
Each faction does have its own exclusive introductory adventure, however.

Q: Are different options in adventures tailored to be more difficult / have better rewards? Will the “elder game” difficulty of adventures have any differences outside of increased difficulty?
A: Our approach to increasing the difficulty of veteran adventures definitely extends beyond the mobs hitting a little harder. We have additional mechanics in place for every veteran modes.

 

We also got the info drop via the WildStar website (make sure you stay on the page for several moments, so you can experiences all of it’s personalities).

Here, we get a short introduction via the caretaker, a brief description of each of the initial Adventures (including their level requirement).  There’s also a sample of how you can choose between different options during an Adventure.. so, make your choice! see the outcome!

Screen Shot 2014-02-23 at 10.28.42 PM

 

 

If that wasn’t enough information for you… Carbine also ran a 40,000 invite “beta weekend” event this weekend, which, is one heck of a stress test.  Speaking of Beta… Gaffney swung by Reddit..and gave an interesting Beta statistic:

The total we’ve let into the beta (not counting stress tests) is something like 3.3% of the people who have signed up, after one removes all duplicate emails from the numbers. Demand is high.

3.3%.. so, if you got in.. consider yourself really lucky!

That wraps up this week’s news on Nexus, I’ll see you guys next week!

 

WildStar Wrap-Up, Volume 10

Listen up Cupcake… it’s Adventure Time!

Teaser_Poster_destroy_en

The big reveal this week, was a new WildStar Flick about Adventures!

Highlights from the video:

  • The CareTaker… reminds me of some DMs I had playing D&D when I was younger… that dude has gone crazy!
  • Adventures seem to be more ‘mega questy’ than a ‘normal’ dungeon.  Looks to be a ‘simulation’ inside WildStar, instead of a traditional dungeon as well.
  • Choices matter, good choices get you rewards, poor choices…. not so much.

Looking forward to getting more information from Carbine about what we can actually do in an Adventure.  This flick was great at teasing it, but didn’t give me as much ‘real’ information as I would have liked to see.  Really, we just know that Adventures are 5 person instanced group content.  Fortunately, the Carbine team will be conducting an Adventure AMA on Wednesday, in the WildStar sub-reddit, starting at 2 PST.

 

There are more ongoing beta key giveaways (check the Official WildStar page here to see the current ones), and Jeremy Gaffney swung by Reddit (he really loves that place!) to chime in on some of his thoughts about that (and some other interesting beta tidbits):

As more hardware is coming online, we’re going to up the scale of the testing we’re doing. Compared to other historical betas, we’re still in “dev” stage (actively changing/fixing things using players as guinea pigs) rather than “marketing” stage (where really you are out of time to be changing things and you’re trying to just raise awareness.)
Though given our internal mentality, we’ll probably be changing things based on feedback through and after launch too (that’s how we’ve set ourselves up; to be flexible and responsive) so for us the distinction will be pretty blurred.
Our purchase intent surveys from beta testers in-game say there’s player desire to say “ship it!” but to gently disagree with the survey feedback (most of those folks haven’t seen elder game yet, for instance so can that truly be a full judgement?) and to respond more to beta forum feedback which is more strongly opinionated on polishing/critical things to work on: we want more testing on elder games because we haven’t had enough mass tests of that yet and also in our opinion we want more polish on areas like UI, encounters, small group play, etc.
As hardware comes online, and as stress tests succeed or not with that hardware, we’ll start with more wide availability (soon, if things go well, somewhat later if not).
Obviously there’s a lot of pent-up demand; hopefully we can walk the right path (or close enough) between polishing/finishing the game responsibly, making folks waiting for access happy, not burning folks out through delays, and having a successful, stable launch.
Oh, forgot to respond actually to OP: we’re doing partner giveaways in part to be nice to our partners (we respect ’em for having helped out and so it’s a way for them to get some traffic/etc when in the past they are the ones who have been giving US traffic) and in part so that there is some outlet for players to have other ways to get keys (contests etc.) other than our scientific-but-unsatisfying-if-you-don’t-win-the-lottery base random selection method.

This current round of Beta Key Giveaways, runs until the 24th, so you’ve still got time to get a key and jump in and help test!

There was a stress test over the Valentine’s Day weekend, and nothing appears to have gone KABOOM over the weekend (didn’t see any tweets/vines about Carbine team members mourning for server hardware having gone up in smoke).  That’s probably a good sign, maybe they’re getting closer to opening beta up to more people, now that they’ve raised the beta level cap to 50, and that end game content is getting tested by players!

Want to see a Chua cry?  Of course you do!  Lucky for you (and the rest of us), the folks over at MMORPG put together a short video showing off a whole mess of emotes that have been added to the game over the last update.  For being such little models, the Chua can be pretty expressive!

That covers the WildStar news for the past week.  I’ll see you next week!