Category Archives: Wildstar

Doom Averted (?)

About two weeks ago, I warned that the financial numbers weren’t looking too hot for Wildstar. Today’s news is that Wildstar is going Free-to-Play. This Fall. Which I’m assuming means that NCSoft is going to give Carbine a chance to bail the submerged vessel out a bit longer before pulling the plug, to mix metaphors.

I would say I am not particularly optimistic that Wildstar will get a second life from the F2P transition, but now that I think about it, MMOs shutting down is more rare than you think. TERA is still around. People are still playing RIFT. Hell, you can go download Age of Conan off of Steam right now, and when was the last time you even heard of that game? The City of Heroes episode sort of underlines NCSoft’s view on profitability, but the status quo seems to heavily lean towards zombie MMOs.

As for me, I shan’t be returning to Nexus. I have read about the inroads the devs (those who remain anyway) have made in terms of smoothing out the hardcore cupcake edges, and that’s great. Unfortunately, I had a much more fundamental problem with the game, as described a year ago:

And that’s when I realized that I don’t really like my Medic. Not just healing, which is a total clusterfuck, but… all of it. I enjoy the concept of the class, and even the sort of niche it occupies as an AoE healer. But guys, there is a profound sense of deadening when you realize how utterly shallow the combat system is. I get why Carbine did things this way – the only way the bullet-hell gameplay works is by reducing everything down to 5 buttons – but it puts enormous pressure on those few abilities to be fun to press. This isn’t like WoW where you can go Arcane or Frost if you dislike the Fire rotation. Every (DPS) class is basically a Ret paladin. Enjoy.

There are a lot of things you can dislike about an MMO and still play anyway. You know, raiding instead of PvP, or vice versa. When you don’t like pushing the buttons though… well, you’re going to be doing that quite a bit. Or not, in my case.

Good luck, Wildstar. Something tells me you’re going to need it.

Hope You Don’t Like Wildstar

If you are a fan of Wildstar, well, you might want to soak it in while it lasts:

Someone stood in the fire.

Not that that’s statistically likely.

The above graph is from NCSoft’s Q12015 report, which you can read here. Supposedly, “sales” does refer to all revenue brought in by a game through every channel, not just box sales. Reddit user “yeahreally2” summarizes as follows:

Company-wide sales are down 20% from the last quarter of 2014 from 235 billion won ($215 million USD) to 188 billion won ($172 million USD). Net income is down 43% from last quarter from 62 billion won to 35 billion won. NCsoft notes that income was high in the 4th quarter of last year “due to year-end promotions”. While NCsoft’s sales beat the forecast from Daewoo Securities (179 billion won), its operating profit and net income did not.

Guild Wars 2 performed slightly better in this quarter than last, probably boosted by the expansion hype exceeding Daewoo’s forecast by 3 billion won. Wildstar’s sales declined from 5.5 billion won ($5 million USD) in the previous quarter to 2.5 billion won ($2.3 million USD) in Q1. This is a 50% decrease in sales from the previous quarter, and is only slightly better than Daewoo’s projection of 2 billion won ($1.8 million USD).

I suppose it should not be particularly surprising given all the layoffs last October, but still… damn.

By the way, this was what the quarterly report looked like for City of Heroes at the end:

Uh oh.

Uh oh.

In other words, City of Heroes was making 2,855… units to Wildstar’s current 2,593 units. And NCSoft axed CoH the following quarter. So if Wildstar makes it to its own one-year anniversary, it will be quite the birthday present from NCSoft.

I enjoyed the graphics of Wildstar, the housing, the general tone, and the hoverboards. I was even playing with friends there for a little bit. Trouble was that the gameplay wasn’t all that fun. More involved than WoW? Sure. Also more exhausting, especially when every mob in the world has a telegraph you need to circle-strafe out of. Plus, I got stuck playing a class I didn’t actually find all that fun.

Hmm. Where have I heard that before?

Huge Layoffs for Wildstar

Uh-oh.

In a statement provided to Polygon by NCSoft, the layoffs were described as part of “a restructuring of key operations with [NCSoft] West.” The publisher says it is devoted to its core massively multiplayer franchises — Aion, Wildstar, Lineage, and Guild Wars — but it also plans to expand into mobile and tablet products.

According to the statement, there were “staff reductions” across all of NCSoft’s western branches except for Guild Wars developer ArenaNet.

A source speaking to Polygon who wished to remain unnamed said that Carbine was especially hard-hit by the layoffs. The studio reportedly lost over 60 members of its team of a few hundred. Our source says the layoffs included Carbine employees across all levels, not just entry level or less senior staff.

Although I let my Wildstar subscription lapse after the first month (I had one extra free month via in-game gold), I left /r/Wildstar subscription active on Reddit just to keep an eye on things. For the last few months I thought it might be good to track down just how many developers were leaving Carbine, but it didn’t seem especially pertinent considering I did not know their relative “value” or impact to the game. Given the news of this heavy cut, I decided to go ahead and post what I could find:

  • Jeremy Gaffney (President of Carbine | Aug 26)
  • Hugh Shelton (Class Lead | Sept 23)
  • Stephan Frost (Design Producer | Sept 30)
  • Matt Mocarski (Art Director | Oct 14)
  • Bitwise (Lead Client Engineer | Oct 23)
  • Rob Hess (Dungeon and Raid designer | Oct 23)
  • Ryan Moore (Senior World Artist | Oct 23)

Some of these people left for personal reasons, some got better offers, some were hit with layoffs. To an extent, this is pretty “normal” in the game industry anyway. No doubt some of those people have been working on Wildstar for 5+ years.

At the same time… yikes.

Too soon? Too soon.

Too soon? Too soon.

Stubborn (PvP) Principles

I have not been playing Wildstar for months, but I try and keep abreast of its various developments. The most recent was a disabling of the free realm transfers ahead of the incoming megaserver merge. It was later clarified on Reddit that the free realm transfers would be coming back once everything is stabilized… but only for PvP –> PvE transfers. Some player, clearly new to the MMO scene [Edit: or used to WoW] , asked the bright-eyed question of “Why?” InRustTrust helpfully explained the hitherto ironclad logic:

The restriction is, and always has been, purely because the people on PvP servers don’t want you to just level up your character in complete peace, obtain all the gear they competed over and free of the ganking they had to endure, and merely transfer past all that. I don’t know why this is ever shocking to anyone. It’s like this in practically every MMO and the reason is always the same.

I say “hitherto” because A) I like fancy words, and B) does that explanation strike anyone else as increasingly asinine?

It is certainly true that such a rule strikes a chord of fairness. But what are we really saying here? What are the developers committing to? There are precisely two megaservers in North America, with a one-way funnel between them; any server transfer is basically a permanent loss for the PvP megaserver. So anyone who originally joined their friends on a PvE server only to lose them, now has to sate their frustrated bloodthirst in battleground queues. Or anyone who wasn’t sure whether they could stand it, or anyone who didn’t originally know the difference, or anyone looking for a change in scenery, or for any number of reasons. Including, I’m sure, X amount who wanted to level in peace but are itching to gank lowbies.

Would it be unfair? I ask… who cares?

No, seriously, just think about it. Are we really regarding leveling up on a PvP server as some kind of rite of passage? That you cannot gank lowbies unless you yourself were a lowbie to be ganked? It spawns all sorts of interesting questions. For example, I leveled up on the PvP no-pop server of Auchindoun in WoW. There were a few ganks along the way, sure, but my experience had to be night-and-day different from someone who leveled up on a High-pop PvP server. Am I “worthy” of the same “respect” as those who had it worse?

I mean, principles are great and all, and I recommend everyone having a few. But on occasion I also recommend examining them and seeing if they are still relevant to your interests. Having a PvE –> PvP server restriction is 100% arbitrary and I can’t see what real benefit it brings, especially when PvP servers are historically the most empty to begin with. Can Wildstar really afford to turn away geared endgame players from possibly generating endgame shenanigans on PvP servers? “It’s not fair!” So add an achievement: Leveled On A PvP Server [+10].

It’s a PvP server, people, everyone should be falling over themselves getting more (carebear) targets to transfer. Right? The sanctity of the hazing ritual that is leveling on these servers is not sacrosanct. The PvP person who would quit over this clearly was not interested in a world PvP endgame. The only people you have to watch out for would be the lowbies who might see an increase in getting ganked… but then again that is precisely what they signed up for in the first place. Arguably those masochists would like it even more.

So come on, Carbine, be the first (?) next to put this sacred cow out to pasture.

Wildstar Megaservers

The big announcement by Carbine on Tuesday was: server merges megaservers!

In the near future, we will be implementing Megaservers for WildStar.

Going the Megaserver route means that we vastly increase server capacity allowing for greater critical mass of our player base, resulting in more people, more groups, more activity and more raids… more of everything that makes WildStar so fun. The Megaservers and their increased player capacity will give fans more options to group up and enjoy WildStar with friends and other players for a long time to come.

Of course, when they say “more people,” they really mean “putting the few people who are left all in the same box.”

Perhaps that is a bit uncharitable, considering I have no metrics to point to in regards to the health of the game. All that I know is that I haven’t played since June despite having paid for July’s subscription cost via in-game money. My interest really waned around the mid-30s when I discovered DPSing on the Medic was borderline masochism whereas other classes breezed (and continue to breeze) through. Then there were all the trips at the end of July/beginning of August, then the guildies that came over on Day 1 unsubscribed, and it turns out I never set up a recurring payment anyhow.

But back to Wildstar, I do believe this is another indication that servers, in general, are an anachronism of a bygone age. And good riddance – I have been calling for their removal since 2011. Every thing that people traditionally enjoy about servers (getting to know people, server pride, etc) are all actually symptomatic of artificial social barriers. Yes, megaservers mean that player interactions tend towards the LFD default of asocial behavior, but is that price worth paying when you intentionally divide and hinder real-world relationships? Amongst my gaming group, two of the six people who bought Wildstar ended up on a specific PvP server. I rallied the others to a RP-PvE server, because A) I can’t be bothered with PvP servers anymore, and B) I knew some bloggers were going to be on it.

Maybe we would have all quit playing anyway, but it nevertheless feels like a pretty stupid problem to have in 2014.

Along with the general megaserver news, Carbine also hid a few other interesting changes. For example, the FAQ mentions the introductions of last names:

What happens if two characters from different realms have the same name?

Along with the Megaservers, we will introduce character last names. Each characters will have a unique name comprised of a first name (this is your existing character name) and a last name separated by a space. In the character select screen, you will have to choose a last name before entering the game. You will be limited to a total 30 characters including the space.

I am still pretty sure that Guild Wars 2 has the best naming system in any MMO I have played, insofar as it simply allows you to use spaces. Don’t want a last name? Don’t make one. Or make a goofy phrase name. Or not. Unfortunately for Wildstar players, it certainly appears as though you will need to enter something in the last name field whether or not you wanted one.

By the way:

Although we’re far enough in the process to begin talking about it, we are still some ways away from the Megaservers going live. One of the things we’re doing to make the wait easier is that as of this post going live, we have put free realm transfers in the game for all players.

I am not entirely sure whether this will mean that you can realm transfer from PvE to PvP or vice versa (I am pretty sure there was a restriction at some point), but it is worth noting.

Also of note: you will be able to roll both Dominion and Exile characters on the same server.

So there it is. Megaservers. I sort of dislike the “3-monther” pejorative, but Wildstar has been out… for three months this week.

Design > Toxicity

One of the forum posts I was reading vis-a-vis community toxicity in hard group content – or any game, for that matter – asserted that toxicity is inevitable. I agree. “Any civilization is just three meals away from anarchy.” There is darkness in all of us, beneath the surface. Indeed, I would suggest that how we manage (and hopefully contain!) that darkness is precisely what makes us human beings in the first place.

However, I arch an eyebrow any time someone throws their hands in the air, claiming nothing can be done about the issue of toxicity in multiplayer games. We may not be able to ensure no one is ever toxic or disruptive to another player, but we sure as hell can mitigate, manipulate, and otherwise manage player behavior through system design.

An example I am still in awe over has been the Blizzard design for Hearthstone. Namely, how there is no chat feature with your opponents. Does this prevent every avenue for trolling and other “BM” (Bad Manners) behavior? Of course not. When you look at the forums though, the BM consists of stalling a full turn-timer’s worth, emoting Well Played right before the killing blow, or playing unnecessary cards before the kill. Oh, and some people get really upset when others concede before allowing them to manually deliver the final hit.

Compare that to, I don’t know, maybe any time you turn on XBox Live.

While there may not be any silver bullets for bad behavior in MMOs given the more freeform experience, I believe design can still mitigate the worst of it. For example, removing the ability to kick someone mid-combat or before loot is distributed entirely removes the ability of guild-groups to arbitrarily remove competition (at least, not after the kickee contributed). Binding BoE loot to people who do Need rolls prevents those “Need to sell on AH” players. Shared resource nodes not only prevents any animosity/misunderstandings about ninja-looted nodes, it has the pleasant byproduct of people being glad to see others, as they direct you to nodes you may have missed, helping you clear the path, etc.

Things not to do? Basically anything Wildstar is currently doing. If you have a quest to kill a certain number of mobs, you might get 8% complete per mob you kill. If some random stranger pops out of a bush and hits that same mob with an attack or two, suddenly you only receive 4% credit. Why? For the love of all that is good and holy WHY? Manually forming a group with these strangers doesn’t work to make things any faster either – the lot of you just have to kill twice as many mobs. This sort of design not only discourages cooperation and enables trolling, it fosters a (correct!) notion that other players are obstacles to your goals. The only “challenging” aspect of most of the Challenges in Wildstar is not giving yourself an aneurysm by the behavior – or very existence! – of other people.

You might be thinking I am exaggerating here. No, my friend. I did not hate perfect strangers more in Darkfall, when they could murder me at any time and full-loot my corpse. Because that was understood; that is what you signed up to do. I did not sign up to Wildstar to unknowingly steal other people’s accomplishments simply by existing in the same zone.

You might have heard that there are a lot of Group quests in Wildstar to kill powerful creatures. It’s true. What’s also true is that if you and a stranger bond in common purpose to attack one, but you tragically end up dying, you get zero credit for the kill. Why? Because fuck you, that’s why. I’m sorry, Carbine developers, for not making my very temporary fellowship with Sizzlebutt “official” by clicking some buttons on your interface. If I hadn’t died, we both would have gotten credit, but nevermind. Clearly there is some wizened, highborn logic behind this deliberate decision I am too simple to understand. Perhaps allowing dead players to receive credit for a mob eventually killed would open an exploit that unraveled your entire, expertly-crafted leveling experience. Or perhaps it never crossed your empty skulls.

Do you see what I mean about toxicity?

In an MMO, every player you meet should be an opportunity. Every aspect of your social game should be geared toward encouraging positive experiences. Every point of social friction should receive ample grease. Seriously, mind boggled at Gold Medals being tied to player deaths in LFG groups.¹ Do you know what they called that in WoW when it was implemented in Naxx? A goddamn mistake.

¹ This post was written before the news on Friday. Still, it is an idea that never should have survived the whiteboard.

Huge Wildstar Elder Content Nerf

Welp, time to pack it in, cupcake. Wildstar had a good run, a solid 24 days of hardcoreness before it was nerfed to the ground:

Based on the feedback we’ve been getting both from you and our own internal testing, we are planning on making revisions to the way Superb-quality loot is awarded in dungeons and adventures. Simply put, we currently place too much value on completing gold runs for veteran level content. By placing Superb-quality rewards behind a gate of near-perfect PUG performance, we have fostered a “Gold runs or bust” mentality that is negatively affecting our group play experience. We’d much rather people engage with the content and complete the runs they start.

Therefore, we will soon be implementing the following changes:

  • The existing gold medal rewards are being removed from gold medal completion.
    • These rewards will instead drop off the final bosses or encounters for dungeons and adventures.
    • The table from which this loot drops has a chance to be selected and is granted in addition to that bosses regular loot.
  • Any medals earned instead will instead give the group bonus rolls on an instance-wide loot list, at the end of the instance, on top of extra coin and experience rewards.
    • By way of example, completing a bronze medal would provide one bonus reward roll on top of the regular boss kill and completion reward, while a silver medal would provide two bonus rolls and a gold medal would provide three bonus rolls.
    • The items on these rolls are randomly selected from all equipment rewards that could drop from any boss or encounter inside that instance.
    • Each of these bonus rolls has a smaller, flat chance to select from the list of superb rewards.

We want groups to complete full runs of the dungeons and adventures, regardless of the medal earned. Instead of needing to disband immediately when a gold run fails, the Superb-quality rewards are available by working together to get through the instance.

Simply put: if your group runs Veteran Sanctuary of the Swordmaiden, all you need to do to earn a shot at Superb-quality loot is defeat Spiritmother Selene. No more medal requirements!

If you have any more feedback for us, please post it. The devs are listening!

See? TO THE GROUND.

I, of course, am kidding. A large number of people in the same forum are not:

So much for this game being harder. Give everyone easy loot and the degree of difficulty goes way down.

i considder this a HUGEE Nerf. might aswell remove medals als you deleted the purpose of them completly by doing this. i thought loot needed to be earned not handed out the easy way.

not even 1 month and you are already giving in to the lesser player? i guess you guys aren’t as hardcore as you promised.

keep this up and considder yourself 1 player less who will play this *still awesome game* for now.. lets see what you guys start nerfing next.. pitty realy.

Is this a joke? Already giving in to people whining about not getting faceroll epics? I thought this game was going to be rewarding if you did something extraordinary. You just killed the purpose of the medal system.. Why would you run for gold now? Even though people dont care to admit it, an important aspect of any mmorpg is the e-peen. If you cant show of your shiny nice epic that you working really hard for, only to see some careless nab with too much time, having the same item only with better sockets.. Come on Carbine, really? Im dissapointed.

The system was fine. Learn not to give in to spoiled players who doesnt wanna work hard to be equally well rewarded.

Pugs and challenging content are just not compatible.  I remember a 100 page thread on WSC back when Carbine first announced the LFD tool where everyone complained that the tool would lead to easy content.  Carbine assured us that they would not nerf content to appease whiners.

Now here we are less than a month into the game and Carbine has already folded.  Watching this whole dungeon fiasco unfold I thought there were 2 possible options:

1. Give us a new grouping tool to make same-server groups and elimate all the horrible behavior that the anonyminity of LFD provides
2. Nerf content

They took the easy way out, and I have zero doubt that as l2p said, this is only the beginning of turning this game into another braindead MMO that requires zero thought or skill.

One thing I will agree with the last quote above, is that PUGs and challenging content are not compatible. Or more specifically, LFD systems and challenge are not compatible. It is not about catering to casuals per se – you can desire as hard a game as possible – it is about the immutable fact that if the LFD system does not result in a successful run more than half the time at a minimum, the LFD system itself will fail. Kinda weird to think about it now, but there were some of us there at the start of the LFD revolution, and watched this truism develop in real-time.

Has it really only been three years? Indeed it has.

I will be honest in saying that I am rather surprised by Carbine’s… generosity in this regard. Until 20 minutes ago, I believed the simplest, most likely solution would have been to disable the Medal system when using the LFD tool. Because let’s face it, the real problem here were toxic morons who believed that they were entitled to skilled strangers pulled randomly from a dozen servers. That’s right, I said it. “Casuals” are entitled to the same thing every gamer is entitled to: content tailored to their skill level. Gold medal runs are not it… but Bronze runs? Yeah, those could work. And yet here we were, the “hardcore” babies throwing a tantrum, dropping groups or kicking noobs because they couldn’t get what they wanted. I don’t blame the hardcore crowd for rationally determining that a non-Gold run isn’t worth their time. I blame them for going into the LFD queue expecting anything more than a completed run.

As I said, Carbine is being generous here. And subtle. The “bonus rolls” were a nice touch insofar as it provides a glimmer of hope to those whom were looking for a specific item a given boss failed to drop. I think most of us have experienced dungeon runs in WoW where the tank or healer drops immediately after not getting the loot they hoped for. Indeed, I would advise Blizzard to implement this selfsame thing for WoW immediately. I shouldn’t have to, given that WoW already does this in LFR, but you know how it goes.

In any case, this is excellent news whether you are on the train, or looking at the tracks from afar with anticipation. Hey, don’t look at me like that. It isn’t schadenfreude, it’s science. A testing of a hypothesis. That’s the thing about reinventing the wheel though: it almost always ends up having the same rounded corners.

Derailed

Ever sit down to play a game, and then experience an existential crisis halfway through? I just hit that in Wildstar.

Earlier in the week I had hit level 25, unlocking hoverboards and “tier 4” abilities. With the latter, it basically means I can unlock expanded nuances to the abilities that I have on my bars, if I sink enough Ability Points in. For example, one of my attacks deals extra damage to enemies below 30% HP – the tier 4 unlock changes the threshold to 70% HP. Needless to say, this sort of milestone requires you to sort of comb over your action bar to see if you can find hidden synergies or if the tier 4 unlock makes an otherwise lackluster ability more useful.

On top of that, I was beginning to mentally prepare myself to actually start queuing for LFG. Yes, I have been talking about Veteran Dungeons and the like these past few days/weeks without firsthand experience with them. The primary reason for that is because of the reports I have been reading elsewhere, and the sort of Socratic musing on whether this sort of thing sounded like something I wanted to do in the first place. Given the state of Medic DPS, or more specifically my DPS, I thought I would try healing first. But instead of just jumping in blind and subjecting random people to my ignorance, I thought it a good idea to at least get a feel for healing in PvP.

You can probably guess where this is going.

The two BGs I played were perhaps the most awful experiences I’ve had in Wildstar thus far. And don’t get me wrong, I’ve done a dozen or so BGs on my other (lowbie) characters. Part of the problem is the classical healer dilemma in that you are pretty much useless on your own; if no one actually endeavors to capture flags, or if most everyone is terrible at PvP, you have no way of steering the battle yourself. Wildstar has an extra healer punishment in two more directions. First, the majority of heals are telegraphs just like everything else, which means that that near-dead teammate you are attempting to save will be precisely-dead when they dodge-roll out of the way of your heal.

Second… well, this is probably more of a personal problem, but actually picking which abilities to use is a depressing experience. It isn’t like you can just pick all Support powers and do well. Actually, you can, but without attacks of some sort you won’t be able to prevent flag flipping and such. So you are put into a position where you have to give up actually good abilities for weak-ass attacks, which you end up spamming all the goddamn time because the people you heal are goddamn useless. Just imagine the Exiles as the Alliance, and the blanks fill themselves.

And that’s when I realized that I don’t really like my Medic. Not just healing, which is a total clusterfuck, but… all of it. I enjoy the concept of the class, and even the sort of niche it occupies as an AoE healer. But guys, there is a profound sense of deadening when you realize how utterly shallow the combat system is. I get why Carbine did things this way – the only way the bullet-hell gameplay works is by reducing everything down to 5 buttons – but it puts enormous pressure on those few abilities to be fun to press. This isn’t like WoW where you can go Arcane or Frost if you dislike the Fire rotation. Every (DPS) class is basically a Ret paladin. Enjoy.

Some of this isn’t fair criticism, and I know it. I have precisely zero PvP gear, which likely has something to do with it. Everyone gets bad teams from time to time. I haven’t found an Arena Junkies-esque website to theorycraft the most efficient PvP builds, which raises the likelihood that I was specced poorly. Maybe I should have went 50/50 with attacks and healing, under the assumption that the shorter the battle, the less damage needs healed. Or perhaps I should simply “HTFU” and get back on the horse.

That’s the thing about existential crises though: you just don’t care anymore. Supposedly Medics are being looked at for the upcoming content patch in July, and it’s entirely possible I’ll just log onto my Medic tomorrow like it ain’t no thing. There’s a non-zero chance I don’t log on at all though. Because at the moment, I really don’t feel like playing anything.

MMO vs Co-Op

I was browsing the official Wildstar forums yesterday, and came across a(nother) thread on the building toxicity of the game’s LFG tool in Veteran (e.g. heroic) Dungeons. Anyone who has ever played WoW for more than a hot minute could point out the problem with the bizarre, and frankly naive, design decision Carbine has settled on: beginning Cataclysm-era coordinated difficulty combined with Gold Medal or Bust reward structures. I mean, what kind of intelligent person says “If any of this group of five cross-realm strangers dies, they get no epics even if they eventually succeed” and believes that is a good idea?

By the way, do you remember back in WoW when you could kick someone before the last boss dropped its loot? Yeah, Wildstar allows that. If you queue into a 3-man guild unit, you will only receive a chance to roll on gear on their mercy. TBC BRILLIANCE, HO!

Anyway, the typical Apologist refrain is “just don’t PUG veteran dungeons.” Hard to argue with that. Until now:

And you see thats a sad part …..why play an mmo if your only playing with certain people to get things done? your in an mmo ffs, why not try and actually get things done with random people you don’t know? thats sort of defeating the purpose OF being an mmo and not just a coop game =/

I don’t know about you, but this (poorly punctuated) post turned nearly everything I just blithely accepted as given in MMOs on its head.

People criticize solo-friendly designs – “You’re taking the Massively Multiplayer out of MMO!” – and yet not much forum-space has been given to the notion that being sequestered in your guild of friends/acquaintances isn’t very MMO-ish either. What’s so Massively Multiplayer about your even 40m (or typically much less) raiding guild? Does it even matter that there are other players running around outside of your guild tag?

Seems to me that when you zoom out a bit, there just isn’t a whole lot of difference between the srsbsn guild member and solipsistic solo player – everything outside of the circle is just background radiation.

More Gold Strategies in Wildstar

I successfully purchased my first free month of game-time in Wildstar last week with a buy order of 2.25p. In case you’re wondering, there is indeed a fee for putting up a buy order, because sinkception.

Because why not.

Because why not.

Given how my highest character is level 23, you might be wondering how I did this. In no particular order, here are some of my gold-making methods:

1) Sell all the decor. I’ve gone over this before, but you should also get a feel for what’s on the AH in addition to vendor price. For example, one of the things that put me over the top was a 25g sell order for an Ikthian Holding Tank. I have no idea what that is other than the fact(s) that it vendors for 1.83s, I won it from a Housing Challenge, and there were none on the AH. In retrospect, perhaps I should have put it up for 1p and seen what happened.

2) Similar to the above: selling Dyes. Specifically, selling the Dye Collections (e.g. don’t open them) you can get from Housing Challenge rewards. This actually might be on its way out as a strategy on my server; they used to sell for 5g apiece all day long, but are now approaching 1g. That can still be a lot of money, just like with the nerfed-but-still-75s-apiece Challenge rewards I talked about a few weeks ago. The one that seems to still retain its value on my server is the Ikthia Collection, which hovers around 6g.

3) Tradeskill Reagents. In one of those WoW-esque bizarro scenarios in which you sell things to people capable of making it themselves, I was making a HUGE profit margin with Weaponsmithing, specifically making the Condensers (i.e. Titanium Elemental Condenser). Only Weaponsmiths can make this item and only Weaponsmiths can use it, so… the market for them should literally be zero. And yet it’s not. I actually blame Carbine for this, as their crafting interface is a steaming pile of unintelligible garbage, but I’m not above selling things people shouldn’t really have a need to purchase.

4) Abusing Buy/Sell Orders. This isn’t so much “abuse” as it is “profit-extraction,” but it basically entails noticing when a wide gulf exists between Buy and Sell Orders. For example, many AMPs have a Buy Order of 10s (below vendor price even before fees!) and a Sell Order of 2g or whatever. So I come in, create a Buy Order for 15s out of the goodness of my heart, then turn around and sell any that people inexplicably dump on the AH, for less than the best Sell Order. It’s passive, it’s not guaranteed, and it takes up a lot of your ridiculously limited Trade Orders (25 max)… but it works often enough that I’m on the lookout for such opportunities.

Provide no value, get paid.

Provide no value, get paid.

A rather ridiculous non-AMP example I have is with Roan Steaks. I only actually knew about this meat drop because I was trying to figure out if there was any reason to level cooking, and it was one of the requirements in the Tech Tree. At the time, the ~1s buyout price was nothing compared to the money I was making via Challenge decor vendoring, so I put in a 200 item Buy order at like 1.1s. A week later, I noticed that Roan Steaks had a Sell Order of 30s apiece. I sold all of them. To be clear, I turned 2.2g into 57.8g in the equivalent of a penny stock windfall.

Not only is this still occurring, by the way, I’m pretty sure by this point reselling meat has been responsible for half of my total wealth.

5) Vendoring crafted goods. Tobold actually wrote about this several times, but you can occasionally get X profit per cycle crafting and vendoring the product, depending on AH prices. For example, Fine Titanium Cleaver requires 6 Titanium, a Low Viscosity Flux for 5.27 silver, and a Sapphire Power Core. If you use Refined Sapphire Powers Cores, e.g. a blue one, the result is a blue version of the weapon, which vendors for more. In this case, any time the combination of 6 Titanium and Refined Sapphire Power Cores is less than ~55s, you profit the difference.

Even though this is effectively endless profit, I personally feel I can earn more money faster via other means, up to and including just killing mobs in the world. You can usually pack in more profit by creating your own Power Cores, but at some point it might be better to simply sell the Power Cores than adding the extra step.

6) Vendor everything else. Ever complete a Challenge and then get wildly disappointed by randomly getting the Salvaged Loot bag? It’s not actually a disaster: each of the random crap items you receive sells for 5s or more apiece. The last loot bag I opened actually had 45s worth of “vendor trash.” That’s, you know, almost half a gold right there. Also, if you find yourself looking at regular quest rewards and not seeing an upgrade, make sure to pick the one that vendors for more; it’s almost always the Heavy Armor piece. It all adds up eventually.

7) Runes. I only recently discovered this opportunity, and right now it’s both low-demand and low-competition on my server. Basically, Runes are the equivalent of Gems in WoW but, bizarrely, everyone can craft them. All you need are the mats and some idea of which ones are selling high.

$_$

$_$

In the above example, Rune of Finesse has a current price of 20g. There aren’t any Buy Orders, so theoretically the demand is questionable. Regardless, four Rune Fragments, two Signs of Air, and one Major Sign of Air costs barely 3g on my server AH. In other words, the potential margins can be HUGE.

Rune Fragments are the typical bottleneck for this, as the only really reliable source of getting them is via Salvaging, which necessarily requires you to gamble the vendor price of the item. If Rune Fragments are expensive on your server though, they can be their own source of profit; just follow this video by Noxious. So, really, you should be covered on both end of things – either Rune Fragments are cheap and you can craft a bunch to sell, or they are expensive and you make money creating them.

8) Level Up. Although this is clearly not the route I have been taking, gold is easier to come by the closer to the cap you get. At level 50, you earn Elder Points for each full XP bar you earn, up to a certain weekly cap. Beyond that? All extra XP is converted to gold. This is on top of gold from daily quests, mob kills, vendoring level 50 loot, and so on. Worst comes to worst, you could vendor the tier 4/5 mats you get from mining (etc) to the tune of 50s+ per node.

So there you have it. Between this guide and my first one, you should not really have any trouble getting a comfortable level of wealth in Wildstar, even before the level cap.