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JohnRiddle.8196

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  1. Agree. We need new visual effects for old abilities and a few updates on old models probably, like the necromancer's minions, Elementalist's elementals and Norn animal forms.
  2. Well…I'm an optimist. I hope an ability effects update would be a step torward the right direction. A new expansion is a good opportunity for something like that. Compared to the other Proffesions...Necro suffers the most... Also to answer your question...it is easier to work with what's already there...
  3. Honestly, what is says on the title. Minion models feel outdated (also they need to be polished cause they look disgusting). Wells and marks are the same since Beta and they don't really compare to the new graphics implemented in the most recent abilities of other specializations. Where is the "Power Fantasy" people want to feel when they play a freaking NECROMANCER? Practitioners of the dark arts, masters of death, and seekers of hidden knowledge...the whole expression of the class is through their abilities and thematically they should feel like it... I would keep the color scheme of the abilities ofc because it is what makes the class unique but visually it looks kind of cheap.
  4. Yes, and basically none of your highlighted text passages apply. Sub fee? Not present in GW2 already. Initial impressions? This is a 7 year old game. Hardcore marketing? 90%+ in GW2 are super casual content. I don't follow. This thread reads more like someone wanting to get some knowledge off their chest about Wildstar which doesn't really apply to GW2. This thread is not about WildStar.
  5. Nothing to learn from WildStar indeed. Learn from the "death of Wilsdtar" though...
  6. The demise of WildStar was definitely that it was marketed as a hardcore MMO game so much that they couldn't escape from to the point that it became quite a bit of a meme. I would like to point out a lot of o similarities a have noticed recently between Guild Wars 2 and Wildstar. Hopefully, this thread will reach some dev ears and take advice into consideration about what to avoid in the future.First, let's talk about the history of WildStar and why it failed. I actually recently saw this really awesome video of a YouTuber by the name of NerdSlayer. He covered a chronological history of what happened with WildStar and I want to give you a brief recap of that here. WildStar was promised to be this MMO that let you play the way that you want and it also harkens back to kind of the good old days of MMOs. The game that officially launched in 2014 and actually got a lot of early praise and ended up making over 26 million dollars decent sized player base; so much so that they ended up having server issues which are something that happens with a lot of MMOs that people are excited about. Now also what happens with a lot of MMOs is the subsequent drop-off and it happened with WildStar after a few short months 2 player base began to dip; But then in 2015 Wild Star decided they're going to go "Free-to-play" trying to revitalize their base and it actually happened. Carbine Studios was reportedly continuing to dip and then had a ton of layoffs at their studio when in 2017 there were a few updates and then finally here in 2018 what the point where the game is officially shutting down. (Now at this point, I want to emphasize that I don't want to see this happening with GW2) So I give you like a history of of the lifespan of the game but what are the things in between that led to us being at this point. And I got to admit I totally understand what they were doing they were trying to find their angle into the MMO Market they were trying to appeal to a certain type of player unfortunately as it turns out that among other reasons just wasn't enough to go first watch with a subscription model now that is not a death for a game but it certainly limits its initial player base. You either want to do something like Guild Wars 2 where you just have a base game and you get to play it, which hopefully doesn't hinder the game's progression. I think the sub-model definitely hurt that initial impression of a decent chunk of people playing the game, and like as it happens with a lot of games that have a ton of players dumped, there were several problems. It doesn't really matter why it happens or how it happens it just matters that performance issues at launch will negatively impact the impression the people have of the game you got. Times have changed, and along with them both tastes and expectations from modern loot game design. The hardcore marketing that we talked about was a bit over-the-top idea that they got an audience that wasn't interested in hardcore raiding like we are being honest here. A big chunk of player-bases when it comes to these have PVE Centric MMOs kind of the casual, relaxed player base that that maybe dozen 40 Man raid group. They pushed away what could have been their "casual player-base", and again that can make up a large portion of your actual players. Probably it was not a very good idea that they were trying to make money just to keep the studio going. Classic MMO's Games seems to be a dying breed nowadays because there are games that require a massive time investment. We've already got the market saturated with behemoth MMO's that people are pretty much glue to an unlikely to leave anytime soon. You look at some of the big development Studios out there and their gaming and they pretty much have given up on making traditional MMO's as we know them. By all the time we get new games that come out, these "open-ish worlds" with multiplayer experiences are just not getting made anymore and you will not see a portion of gaming audiences interested in those types of games. Then after a few months or after a couple of years player-base just doesn't exist anymore. Despite all this, I also believe that Wildstar as a game experimented with unique features in gameplay that if adopted could be positively beneficial for GW2 at its current state or future updates/expansions. Like: Housing (While Guild Wars 2 already has done something similar with Guild Halls, I fancy the idea of creating and decorating your own Home Instance as you want.) In WildStar, players could own a sky plot. This plot was a part of land consisting of a house and several "sockets", each socket could receive different "plugs". Plugs could consist of many different things, such as a crafting bench, a mine, an exploration shaft, etc. While the exterior of a plot could be filled with "plugs" and decorations placed on predefined "hooks", the interior offers complete creative freedom. Various interior decorations offer a bonus to rested experience if a player logged out inside their home, making a house the best source of rested experience in the game. This plot could be accessed by anyone who has the owner's permission. If a visitor performed a task such as harvesting, the reward can be split by the visitor and the owner of the plot, allowing friends to maintain a plot for the owner and allowing both to benefit. While housing was not a required part of the game, it offered many advantages to the players, from personal workbenches, gathering nodes, personal dungeons, quicker access to raids, and increased rested experience.Players of a certain level or above can own a housing establishment in one of the residential areas. Housing comes with several benefits and features, such as buffs and extra warehouse space.Special decorative items can be acquired through crafting, collection, quests, merchants, and drops. Paths - (Way different than Crafting disciplines or Elite Specializations)Paths are a system in WildStar that are meant to complement a player's preferred playstyle. Upon creating a character the player will be asked to choose one of four paths. These correspond to what the core playstyles people tend to fall into. By choosing a path, a player will be given unique challenges and rewards that players outside of the path cannot experience by themselves. Explorer: For players who enjoy wandering off the beaten path and exploring every nook and cranny of the game world. Explore the wonders of the world. Travel to the darkest corners of this mysterious planet while discovering the locations of ancient artifacts of immense power. Explorers climb higher, dig deeper and go farther than anyone in order to claim territory in the name of their faction.Scientist: For inquisitive players who wish to learn everything about the game world and who can then use that knowledge to their advantage. Scientists are living proof that knowledge is power! Dig into the mysteries and unlock unique abilities by studying exotic and dangerous local wildlife and flora.Settler: For players who enjoy the social aspects of MMOs and wish to enhance that experience. Settlers bring civilization by constructing outposts in dangerous areas and upgrading existing towns. Work with others to improve the world with banks, transportation networks, vendors, and other helpful structures to aid your allies. Start campfires for boosts, maintain taxi services and enjoy increased drop rates for housing supplies.(And a few I thought it would be a good addition from WoW) Archaeology: Archaeologists search the world - and places beyond - for mysterious remnants of the past. Their digs unearth all manner of artifacts, and a persistent archaeologist will research commonplace historical items alongside rare and powerful ancient relics.Fishing: Fishers relax and feed themselves by catching the bounty of lakes and seas. Careful bait selection and patience can result in some truly rewarding hauls, from seafaring delicacies that restore heroes' health or enhance their attributes to waterlogged flotsam like cases and trunks. Fishing can even yield rare reagents and items lost at the bottom of the ocean or swallowed up by sea creatures!
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