Wildstar online-Still Have Questions?

Still Have Questions?

FREQUENTLY ASKED QUESTIONS:

What is the difference between a class and a path?

Picking a Class is choosing the way you like to fight. Are you a gunslinger, a squishy healer, or meatshield? Picking your Path is choosing your playstyle. Do you like to explore dangerous places, kill enemies, or study things? Make a choice, and we’ll make sure you get lots of what you like.

Is there a difference between Path content and other kinds of content?

Path content is specially designed to support particular playstyles. Are you a lorehound? Sure, everyone gets to learn some lore in WildStar, but the Scientist really gets to dig in to the nitty-gritty. Maybe building and socializing is your bag? Then choose a Setter, and construct unique objects and buildings for your buddies on Nexus.

Do I get credit for joining in other players’ path missions?

Yes. We call it “Crossing Paths”, and you get rewards for doing it. So get out there and lend a helping hand!

How come I didn’t get a beta invite?

Patience, people! We’re easing into beta to make sure we
do it right, but we’re going to be opening it up to lots more
people in the future. So stay tuned!

What happens if I skip Path quests and Path content?

Nothing. Path content is not required in order to level. That being said, you’ll be missing out on some of the coolest content in the game. We wouldn’t recommend it.
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Why should I give a damn about Paths? Do I get stuff?
All kinds of stuff! As you level your Path throughout the game, you get special abilities, loot, costumes and cash. Sounds pretty awesome, right? It is.
Can I respec my Path?
Currently? No. Like your Class, your Path is a permanent and defining aspect of your character. But you can always roll an alt or two!
How did you come up with these Paths?
Have you heard of Bartle types? Our Paths are loosely based on those. But mainly we just looked at the ways players play MMOs, and designed cool content around them.

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I like killing, exploring, lore and building! Why can’t I do all of them?
You can and will! Standard quest content will contain little bits of all of them. Don’t worry! We’ve got you covered.
Can I get a beta invite?
Did you say the magic word?

Wildstar online Mission Types

Mission Types

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CARTOGRAPHY:

Making maps has never been more fun… or more dangerous! Travel into the untamed wilds of Nexus and chart territory for your faction.
EXPLORATION:

Nexus is chock full of secret places, and you’ll find every one! Use a combination of technology and agility to access hidden locations!
EXPEDITION:

The uncharted frontier awaits! Strike out into the great unknown, making sure to explore every last inch of the map. Cowards need not apply.
OPERATIONS:

Exploring isn’t just about climbing mountains. Sometimes you gotta gear up, buckle down, and get a job done. Skills definitely pay the bills.
SCAVENGER HUNT:

Ancient artifacts? Check. Remote, inaccessible locations? Check. Fearless explorers who laugh in the face of danger? Oh yeah.
STAKING CLAIM:

Nexus ain’t big enough for everyone, and second place sucks. So get out there, plant your flag, and claim this planet for your allies.
SURVEILLANCE:

Get your secret agent on! There’s a war out there, and you need to set up remote surveillance devices to keep an eye on the enemy.
TRACKING:

Ready to hunt? Track enemies, creatures and strange anomalies through the unforgiving terrain of planet Nexus. Epic rewards? You know it.

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EXPANSION:

That town ain’t going to improve itself. So step up, strap on a toolbelt, and get to work building things that make everyone’s life a little easier.
CIVIL DEFENSE:

Town guards can handle the small stuff. But when the biggest, meanest monsters on Nexus come a-knockin’, you’ll step up and save the day!
SUPPLY CACHE:

Who has time to sit around and wait for vital supplies to show up on a platter? Put on those boots and bring home the bacon!
INFRASTRUCTURE:

Are you ready for some serious real estate development? Then do your civic duty and build hospitals, taverns, and spaceports for your friends and allies.
PUBLIC SERVICE:

Some people just don’t have the grit and backbone to get the job done. Good thing you do. Achieve tasks for the greater good, and get rewarded for it.
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ANALYSIS:

Time to put that big brain of yours to work! Whether it’s a bug-eyed monster or the enemy’s databanks, it’s up to you to scan it.
ARCHEOLOGY:

The Eldan left behind a whole planet full of awesome. So start scanning those relics, robots, and radical machines!
BIOLOGY:

Nexus is home to the craziest critters this side of the Fringe! You and your trusty scanbot better get crackin’.
BOTANY:

Studying plants on Nexus is cool. Especially when those plants are trying to chew your face off. Stopping to smell the flowers? Not recommended.
CATALOG:

Knowledge is power. Which is good, because Nexus has a lot of knowledge that needs to be collected and catalogued. Time to power up!
CHEMISTRY:

Nexus is full of exotic materials and alien compounds just waiting to be studied. Are some of them ridiculously dangerous? No doubt about it.
DIAGNOSTICS:

You’re a scientist, and that means you can fix stuff. Whether it’s a broken leg or a busted bot, you’ll diagnose the problem and take care of it.
FIELD STUDY:

Who knows what evil lurks in the hearts of hostile alien lifeforms? You do. Study behavior patterns among the natives. And try not to get killed.

 

 

THE DEVSPEAK PATH POSSE!

THE DEVSPEAK PATH POSSE!

This courageous crew is breakin’ off a piece and taming Nexus with their own personal style!

Time to Break it Down!

We’ve got everything you need to know about Soldiers, Explorers, Settlers, and Scientists. You ready? It’s about to get real.http://www.wildstar-online.com/media/uploads/images/article-images/soldier_background.png

Mission Types

ASSASSINATION:

Ever dreamed of being a hit man? Channel your inner assassin as you track down targets, put them in your sights, and rack up the body counts!
DEMOLITION:

Most problems can be solved with the right amount of explosives. Blow stuff up using bombs, grenades and other weapons of mass destruction. BOOM!
RESCUE OP:

Listen up, Soldier! We have civilians that have been taken hostage by the enemy, and we need you to get ’em out of there! Are we clear? Get moving!
SWAT:

SWAT: Special Weapons And Tactics. Know what it really means? Shiny new toys! Test advanced military hardware on your foes. Mercy? Not part of the equation.
HOLDOUT – CONQUER:

Are you ready to lock, load, and start taking care of business? Defend your territory against waves of hostile enemies. No guts, no glory!
HOLDOUT – SECURITY:

No one likes a thief. That’s where you come in. Defend your loot against dirty underhanded criminals, and crack some skulls with the hammer of justice!
HOLDOUT – FIRST STRIKE:

Hit ’em hard, and hit ’em fast! Strike your targets and destroy them before they call in reinforcements, then bask in the glow of your badassitude!
HOLDOUT – PROTECT:

Being a hero ain’t easy… but it’s time to step up. Defend allies against incoming waves of hostiles, ensuring they survive another day!

 

 

What Is Wildstar? “You’re Gonna Find Out, Cupcake”

What Is Wildstar? “You’re Gonna Find Out, Cupcake”

I like a trailer that’s up-front. What Is Wildstar? it asks, in a self-deprecating fashion. As NCSoft’s latest MMO, from Carbine Studios, prepares to begin its beta, they’re making sure you know. This is a properly good trailer.

 

Although as a loyal RPS reader, you’ll already know what it is, after our array of previews and videos and posts about that time there was a screenshot probably.

I can’t really add to that. I hope the game is good too.

 

Homes All The Rage: Player Housing In Wildstar

Homes All The Rage: Player Housing In Wildstar

The last time I played Wildstar, Carbine’s upcoming MMO, I had a decent time but I was left anxious about how close it stuck to the numbers, numbers, numbers model and why its Explorer path was so much like a late 90s platformer. Now it’s increasingly looking as though they might just have been sitting on the good stuff, like a hen made of veteran MMO developers incubating an egg of semi-sandbox play. Er.

Best forget that analogy. Instead, take a look at this player housing video – while the numbers, numbers, numbers stuff is very much in evidence, so is tantalisingly freeform DIY.

 

Ooh. Ooh. In light of that, my interest in Wildstar has escalated from ‘I suppose I should play that’ to ‘ooh, I want to play that.’ The housing stuff reminds me of Star Wars Galaxies – a game with more flaws than the Empire’s firearms training programme, but also more ideas and ambition than most of the last decade’s worth of MMOs put together. I fondly remember building and owning a small house of my own, inside which I kept a poor, trapped Bantha who filled every square inch of it.

Granted, Wildstar seems more about houses-as-function rather than houses-as-expression, but hopefully the former begats the latter.

 

 

Carbine Talks About… Wildstar’s Movement?

Carbine Talks About… Wildstar’s Movement?

Yeah, developers Carbine know that spending resources on a video that is just about how the characters in Wildstar move seems a little odd. It should be trivial, but actually, given that this is an MMO, there’s quite a bit of extra stuff going on in here, specifically the addition of a platform-game style double jump, and a TPS/FPS type metered sprint function. There’s also a “dash” function for dodging. Doesn’t that make it a dodge function and not a dash? I mean I guess dodging is in a context. You can dash whenever, and it only becomes a dodge when you are dodging something. Yeah.

Movement: with more philosophical legs that you might expect.

It’s moderately amusing! I hope the game manages to be moderately amusing. Few MMOs are funny in any way. At least not on purpose. Anyway, there’s a beta going on.

Hey Now, You’re A: Wildstar Beta Begins

HAIRCUT BATTLE.

If Wildstar existed back when WoW had me pinned under its hulking gorilla girth, I think my head would’ve exploded. It has pretty much all the things every fiber of my hunched, addiction-ravaged being could’ve wished for – and then some. Player housing? You betcha. Customizable guild death lairs? Oh my yes. Highly mobile combat? Try standing still and find out. Bizarrely out-of-place anime bunny people? Well, they can’t all be winners. But you get my point. Its personality reminds me of less obnoxious 3D-animated kid films, too, and it definitely has heart. I can practically feel Past Me grossing up his portion of the space-time continuum with puddles of anticipatory froth. Current Me, though? He’s living in a post-WoW world, and he’s got a family of largely inconsequential desk cacti to be responsible for. Is Wildstar’s take on the tried-and-true MMO formula too little, too late, even with a generous helping of all the things? Perhaps the now up-and-running closed beta can help us find out.

While the beta hasn’t opened its floodgates to everyone yet, Carbine’s still encouraging new applicants to put their names in the crazy purple curly-horned hat. Apparently, the plan is to expand pretty substantially in the coming weeks.

“We have already seen a phenomenal response from our fans and are looking to continually add thousands of players throughout CBT1 to come check out the great content we’ve been talking about for months. Our closed beta testing process is not a typical weekend event, but instead it will last for several weeks, giving players ample time to come in and check out the factions, races and classes they may choose to play when WildStar launches later this year.”

I’m looking forward to having a look around myself, too, as Wildstar seems incredibly well-thought-out for what it is. That fact, of course, isn’t entirely surprising given a pedigree that’s littered with Blizzard and Mythic veterans.

Then again, I also desperately want to see MMOs reach new, different, less-grindy heights, and I’m not sure if any of Wildstar’s four patented paths will lead us there. That said, there’s a place in this world for comfort food, especially when it’s cooked up with a near-perfect blend of down-home ingredients. It certainly seems like that’s what Carbine’s going for, but I suppose there’s only one surefire way to find out. Who else is hoping to give the beta a try?

 

 

 

A Pair Of Wild(star) Videos Appear

A Pair Of Wild(star) Videos Appear.

I always felt that World of Warcraft didn’t get me as a player. All I ever wanted to do was wander the world and look at what had been made, but the gated realm that it offered made that tough. Not impossible, though: my first few weeks of WoW were slow-going, because I’d be impatient and run into leveled lands without the appropriate character. Then I’d die, return to my corpse to resurrect, and carry on. It was ridiculous, but I took my low-level character to places she was never meant to see by judging where best to run between higher-level NPCs. My desire for a tourist class in an MMO has yet to be fulfilled, but looking at Wildstar’s latest pair of videos it looks like Carbine has made the best attempt at it so far: Paths are Wildstar’s way of giving you more of the specific content you like, and the pair of videos below has already convinced me to try out as an Explorer.

Paths are different from classes. Classes are a choice of the way you’ll fight, whereas Paths will be about the way you play. There will be four to select from: the Scientist will analyse and diagnose, with missions broadly requiring them to study the world. Settlers will be building houses and expanding bases, and out in they field they can sort out transport. A Soldier’s path will present more opportunity to hit things with other things, though in different ways: maybe it’s an Assassination, or a demolition, or a rescue.

And then there’s the choice that I’ve already decided on: Explorer. They’ll be mapping the world, heading into uncharted territories, hunting artifacts, tracking enemies, claiming the land they find for their factions. First up is a characterful video that explains very little.

 

Viewed Prior To Release: Wildstar

Viewed Prior To Release: Wildstar

We sent Brendan to see Wildstar. This is his report.

A lot of good games have come from pitting the player against ‘the frontier’. (What is Minecraft, for instance, if not a blocky representation of a pre-civilisation?) On paper, the MMO genre seems perfectly suited to the frontier, since it could so easily harness real human nastiness to provide the sense of danger and lawlessness. Some MMOs, like EVE, embrace that interpretation of the wild, at the expense of giving new and inexperienced players an easy ride. On the other hand, WildStar – a new project by NCSOFT currently in beta – is shaping up to be a much more conventional, welcoming game world. A place where the frontier is a cartoon one.

It is set on the newly discovered Nexus, a lost planet of legendary status, thought of universe-wide as a source of riches and adventure. A sort of intergalactic El Dorado. The player’s role is of courageous frontiersman or frontierswoman, who must go out into the dangerous wild. But this is a thematic wildness, provided by the setting, lore and NPCs, rather than a ‘real’ wildness, which is always best provided by the threat of other players. Although there will obviously be PvP elements, they are distanced from the PvE part of the game in ways that will be instantly familiar to MMOers – but more on that later.

The character creation screen is likewise familiar, offering an assemblage of alien races and classes. To give a few examples, there are the Draken (one part goat, one part lizard, one part beard), the Aurin (very thin, lots of hair, rabbit ears) and the Mechari (a transformer, minus the transforming). The classes are fairly customary RPG types. The ‘Warrior’ as tank, the ‘Spellslinger’ as damage-dealing mage, the ‘Esper’ as healer and support, and so on. Although some races are limited in what class they choose, this limitation is somewhat offset by an extra layer of variety: the ‘Paths’ system. This allows you to adopt one of four professions on top of your character’s build so far – Soldier, Scientist, Explorer or Settler. It might sound a little elaborate but really all this means is that there are three tiers of creation – race, class, path – resulting in any number of combinations.

Each of these ‘paths’ is permanent and each has a variety of mission types particular to them. The Scientist’s missions, for instance, focus on unlocking secret labs or ancient structures, cataloguing the planet’s flora and fauna, hacking enemy computers, and generally Indiana Jonesing about. The Explorer’s missions are all about going further and further across the map, charting new areas and staking a claim for your alliance. There are bits of equipment and objects scattered around which only certain professions can interact with, so if you want to completely farm an area of its XP, you would want someone from each path in your party. This way all players will get some XP for every computer your Scientist clicks on and every satellite dish your Explorer sets up, as you all go along vacuuming loot up from all the corpses the Soldier leaves behind.

In my two-hour long session, I played as a Spellslinging Settler, whose role is to build structures in towns and activate little do-hickeys in each settlement to keep the place appearing functional. I would go around town maintaining the banners, torches and satellite dishes for small amounts of XP. These devices would reset to their ‘deactivated’ state within 5 minutes for me or another Settler to come and do it all again. NCSOFT say that, thus far, these maintenance jobs are purely for appearance – the satellite dishes might whirr and rotate for a short time but they are more of a housekeeping activity and don’t currently help other players in any way.

There are some exceptions to this. Like when the Settler builds some sentry droids, which can guard the area and lend support in a fight. Or when you take on an ‘infrastructure’ mission. This is when you have to collect resources and build a hospital, prison, spaceport, or something else like that. Once constructed, these buildings will house new characters with quests for whoever wants to take them. The confusing catch being that the building will dissolve back into its ‘unbuilt’ state after a few minutes to allow other Settlers to build for XP. Unless, that is, other players keep adding resources to it. In this case, the structure will remain.

However, the Settler also has some advantages in combat or when scouring new areas with a party of players. There are construction posts close to enemy-infested areas where the Settler can build machines that give a boost to speed or max health. There’s another that increases the XP earned within a certain bubble. The idea is that your party will be about to tackle a bunch of laser-wielding spacesuits or irradiated jabberwockys and the Settler can prep the area with all these different buffs before the fight occurs.

And when the fights do occur it is very MMO. There are spells, stuns, high damage attacks, flurries – everything you might expect. But the Combat is also about range and positioning, with lots of wooden jumping, dodging, strafing, backflipping and double-jumping out of the big red glow of the enemy’s attack range. Simultaneously you want to make sure they remain within your damage-dealing ‘cone’. While this focus of constant movement will be refreshing to those looking for a little more dynamism in their dungeon, it can also feel a little cumbersome and took me some time to get used to. And, although the paths were the focus of the demo, most of my time was spent peppering generic bad dudes with bullets and leaping out of the way of their attacks, in order to rescue some prisoners from cages.

When I escaped from that, exploring the planet revealed a world that wasn’t afraid of verticality. There is a type of crystal on Nexus that acts like that most obscenely-named of minerals, ‘unobtainium’, in that it causes the overlying earth and rock to float. It has the same effect on the player when you are close to these crystals, allowing you to leap huge distances. All of which results in these rudimentary platforming sections where you are challenged to scale mountains at the behest of an insolent countdown timer which suddenly appears on screen.

NCSOFT have yet to reveal how the guild system will work but the PvP component will comprise of large battlegrounds, an arena for bouts of 2v2, 3v3 or 5v5, and something called ‘warplots’. These fights look to be similar to the sieges of Guild Wars 2, in that there is a settlement that has to be built up with defences by one team while being charged and razed to the ground by another.
Yet the most interesting aspect of WildStar is arguably the ‘frontier’ conceit. The website and promotional material so far suggests that, as a group, you will be able to go on an expedition into the unknown parts of the world and stake a claim on the land. But the exact mechanics concerning this part of the game haven’t been fully explained. The idea of your ‘home’ is one exception.

Players will be able to build and maintain their own house in the world and NCSOFT have come up with an admittedly clever solution concerning the limitation of space in the game world, by doing what every horrible megacity has been doing for decades and building ‘up’. In this instance, player housing will be placed on islands in the sky. But this also negates the chance of conflict over land space. Whether you’re a fan of that decision will depend on whether you like your MMOs to taste spicy or sweet. Personally, I think sticking to the safe road of disallowing your players to burn each other’s houses down somewhat defeats the idea of a game about frontiers. Then again, the closest I’ve ever come to enjoying an MMO was Mortal Online, so WildStar’s cuddly WoWish conventionalism doesn’t exactly feel targeted at me.

In fact, the question of WildStar’s target audience is an interesting one because its cartoon aesthetic and jokey promotional videos seem to be angling for a wide audience, not necessarily those who go from MMO to MMO. At the same time, the mechanics, quest types and XP-farming imply a requirement for genre fluency. Overall, I get the feeling of a game that is welcoming newcomers, while also being subtly aimed at a very particular 1.3 million people, or, at least, a sub-section of that diaspora. It has yet to reveal its business model or set a concrete release date but, as of April, the beta is underway. If the current taste for F2P doesn’t disappear we may soon be discovering that the frontier planet of Nexus really is a wild free-for-all.

 

 

 

Rezzed 2013: Wildstar, Hotline Miami, Day Z Standalone

Rezzed 2013: Wildstar, Hotline Miami, Day Z Standalone

We’re only eight sleeps away from Rezzed 2013 at the NEC, and we can announced that Carbine’s Wildstar, the space-frontier MMO, will be playable on the show floor! The developer sessions have been finalised, too, with our own John Walker running panels at 12 on both days, and Hotline Miami vs Luftrausers on Sunday. Sunday will also feature the Day Z Standalone and Wildstar developer sessions.

Looks like this will have the same awesome chilled atmosphere as last year, with a boardgame arena for you sit down and play Star Wars: X-Wing, Carcassonne, and other classics. (If you’ve not played X-Wing yet, then get in line for that, it’s fantastic.)

Rezzed: Look Directly At Wildstar

Rezzed: Look Directly At Wildstar

I tried to play Wildstar at Rezzed, which had the least pushy crowds of any convention I’ve been at. Nevertheless, I didn’t manage to get onto the bank of PCs. The players there were curled over the keyboards in the manner of a lion protecting a delicious carcass. I’d approach, there’d be a low growl that I first felt then heard, then my throat would be casually swiped from my neck and the player would return to Carbine’s world. Thankfully the Surgeon Simulator booth was pretty close, and a quick graft restored my larynx. But the Wildstar players did seem particularly engrossed. A less slashy environment to experience the game was the Rezzed developer session, which I’ve embedded below.

This is the first concentrated chunk I’ve seen. It looks like the Guild Wars 2 developers were given the WoW toolset, which means it’s another step on the road to making the damn genre more fun and accessible, but also retains a lot of the genre’s ticks for those that want it to feel familiar. I am fascinated by this new wave of MMOs being built by frustrated players of older MMOs. The frontier stuff does seem to push the game into interesting areas, with the builder-class upgrading structures to add a high-level quest giver, and adding player-built fast-travel stations. It’s taking the spread of the players across the world and giving it a purpose.