All gamers have areas of interest when going into an MMO beta test, the things that they want to see and the content that they want to preserve for launch. Personally I hate going through quests and spoiling the story while in beta, so if there’s a way to skirt around that, I take it. That’s why my time with WildStar has been so very combat-centric, as I’ve been happily grinding on both PvE mobs and PvP competitors during my sessions like the archaic dinosaur gamer that I am.
Because of this, I’ve gotten very well acquainted with WildStar’s combat system during these rough-and-tumble initial 15 levels. I’m no expert, mind you, but I definitely have a good feel for how these encounters work and what are the right and wrong ways to go about tackling them. So today I’d like to share with you some observations and lessons to help you survive your first few days on Nexus, whether as a beta tester or a player in live.
Many MMOs these days have what WildStar refers to as “telegraphs:” visual indicators of where an enemy attack is going to land and a strong suggestion that you not be there when it does. But WildStar takes this concept and kicks it up to the next level with a variety of telegraph types and the addition of player telegraphs. In any given battle, you’re going to see your attack telegraphs represented by blue fields with enemies’ represented by red. I found it an incredibly effective way of informing and guiding me through the important points of combat without being too complex. It makes combat into a whole new minigame: Just keep the enemy in your blue and avoid his red.
Telegraphs also represent weapons powering up and deploying over time. We can get useful weapons with wildstar credits. One of my attacks slowly charged up over a few seconds, adding a new “lane” telegraph in parallel with my other ones. Four or five of these would form before the attack triggered. However, I had the option to prematurely stop the charging and just attack using however many lanes had been built up already, even though it would result in decreased damage. Telegraphs might just be one of those features that’s a lot harder to explain in writing than it is to simply see when you get into the game. If nothing else, just remember that you’re going to have to move often unless you want to take second helpings of damage. Even a small pack of mobs can take a heavily armored class down if those mobs manage to catch you in the crossfire at the same time. Trust me, I’ve been there.After see the demo of Wild Star, many player afraid its high cost .just take it easy. when the game come out there must be many cheap Wild Star credits suppliers.
Limited action set finagling
Running and gunning isn’t the be-all, end-all of WildStar’s combat, of course. While positioning and evading are important, having a good set of tools at your disposal is even more so. This is where the game’s “limited action set” comes into play, a phrase that sounds as if I’m collecting G.I. Joes. That means you’ll need to make and experiment with builds. This is pretty fun, especially if your MMO pedigree includes games that offer flexible mix-and-match skill systems. The hotbar limit (which slowly unlocks over the course of the game) forces you to think about what kind of playstyle you’re shooting for, what skills best suit that, and which ones you might need in a pinch
No auto-attack? Perish the thought!
Whenever I get into a new MMO, I want the game to ease up on the tutorial at some point to just let me get a feel for fighting against as many mobs as I like. Happily, WildStar does just this early on with a room full of enemies asking for a little smackdown. there are a few facts that you need to reconcile yourself with when engaging in WildStar’s combat. First of all, there’s no auto-attack. Maybe that’s not a big issue for you, maybe it is, and maybe you think it won’t be until you get your hands on the game and see for yourself. I dearly miss auto-attack in games that lack it because I like to see my character always fighting even if I’m moving around. It’s sometimes psychologically exhausting to have to be constantly jamming on keys to do even basic attacks.
In the end, I found it was important not to get complacent with combat in this game. The first 15 levels aren’t going to beat you into the ground, but every once in a while I’d encounter a tricky mob or a pack of fast-moving bad guys that would take me unawares and use my bones (well, gears) to pick their teeth. Acknowledging and truly understanding the similarities and differences to other MMO combat systems is a survival trait that many players need to attain in this game.