Wildstar Housing, Balance
This Penny Arcade is pretty much spot-on.
I have not personally succumbed to the housing endgame, but I absolutely see the appeal. My present domicile is named Function Over Form, and is primarily centered around having my own Mining and Garden nodes for resource gathering. Any decor that isn’t worth vendoring is placed as amusingly as possible, scaled up to the maximum. As it turns out, the scale on most of these items figuratively and literally go to 11.
If you were looking for more serious housing endeavors, examples abound. I especially enjoyed seeing the DIY jumping puzzles. The craziest, most underrated part? You can visit other peoples’ houses. You don’t even need to know them in-game; as long as they have opened their house to the public, you can stop by, and perhaps harvest their resource nodes (more on that in a sec).
Here is the method to do so, and please pass it along:
Wildstar is by no means the first MMO with player housing. I was questing with a few friends on Vent the other night, and one friend actually complained that EQ2’s housing system was more intuitive. I’ll, uh, take your word for that.
Carbine has done something really clever here though, in elevating the Show & Tell aspect by combining it with Challenges and resources. I have my low-effort housing solely to be able to low-effort mine resources every hour or so; the Shardspire Canyon FABkit in the back similarly allows me to complete an easy challenge for a shot at additional goodies every 30 minutes.
But see, you can get a list of a few dozen people who have opened their houses to the public and check out their setups. If they too have resource nodes or Challenges on their property to complete, you have an incentive to essentially cold-call them to become Neighbors. Collect a big enough list, and you can probably farm all day just in other peoples’ houses.
Maybe that doesn’t seem all that social. I will tell you though, that it got me to add a random stranger to my Friend’s List so I could talk him into letting me farm his creepy, albeit very committed Plushie-themed house on the regular. I’m already trying to come up with a naming convention to indicate people willing to 50/50 their nodes into a… well, a “neighborhood,” to our mutual benefit.
The fact that there is a Zone Chat specifically for people in their houses is goddamn brilliant, by the way.
Having said that, I now have a 2nd character parked at level 15 with very little impetus to move forward. It is difficult to shape into words why that is the case, as I even enjoy my Medic main. As others have mentioned, by level 15 you will have unlocked your house, your mount, and will have opened up enough abilities to get somewhat of a grasp of what buttons you’ll be spamming for the next forever.
Part of the problem is commitment issues. Mobs don’t die in 2-shots anymore, so you better like who you’ll be grinding with. Is Medic really the best for me? In trying out the other classes though, let me just say that Carbine is going to seriously need to work on the ESPer and Engineer (I’d say Warrior too, but I’ll give it another shot first).
The Engineer problem is pretty straight-forward: the bots suck. Not only do the bots suck damage-wise – which is a big problem when they constitute 2 of your very early ability selections – but they have pathing issues too, which can lead to aggro issues. My Engineer is level 8 and it just doesn’t feel fun, and none of the upcoming abilities sound like they will be fun either.
The ESPer problem, on the other hand, is a complete breakdown in the class design. I can’t speak for it’s endgame performance, but there is almost nothing I like where I’m at. It is currently the ONLY class to have it’s “primary” builder require being stationary, which makes it worse than useless in PvP. Flag carrier running away? GG. Target runs out of your telegraph? Now they’re 35+ yards away and you’ll never hit them with anything. GG. Then you have it’s R ability with its… stay stationary to gain an absorb shield, interrupt armor, and PSI points? Only useable in combat? Let me just say that using that ability in PvP just leads to pretty much instant death, even in the lower brackets.
I’m mentioning PvP a lot with the ESPer as that is largely how I leveled with that toon. The Aurin/Mordesh starting area is abysmal, and meanwhile PvP is pretty outstandingly rewarding and fun. It takes around 3-4 games per level, and you pretty much consistently get 300-400 PvP currency per battle. The PvP gear has some “useless” stats to make it weaker in PvE, but you can unlock usable shoulders that will likely last you a half-dozen levels or more with pure PvE stats. Otherwise, you must rely on opening the PvP loot bags rewarded at the end ala GW2, to similar effect (read: none).
My goal with the ESPer was pretty much to heal exclusively, and in that area it is kinda okay. Most of its healing abilities are actually targeted (and stationary), which reverts the game back to WoW-mode; I moved the team window down to the center of the screen and basically used it like Healbot. I ended up unlocking a standard telegraph heal in the teens though, so I was able to be a bit more mobile as a healer.
So, yeah, ESPer, Engineer, and likely Warrior are about the three weakest classes at the moment. Carbine is on the record for saying that classes will be buffed up to the top level rather than top-tier classes being nerfed, so we’ll see exactly how they plan on solving this balance issue. I don’t see any way out for the ESPer other than making the level 1 ability a mobile cast though.
Posted on June 11, 2014, in Uncategorized, Wildstar and tagged Balance, Game Design, Player Housing, PvP, Show & Tell. Bookmark the permalink. 1 Comment.
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