Beta testing is like reviewing the first draft of a story. You read, offer suggestions, and then the writer gets a chance to make the story better for another draft. With WildStar’s latest phase of testing at a conclusion, creative director Mike Donatelli sat down to explain some areas where WildStar will be changing mechanics based on feedback from both players and the community. Some of these might be a little more familiar, and some are more unique.
Donatelli explains that the team hasn’t been happy with either incarnation of the Milestone system and has assembled a new system for future testing. Players in testing had complained that neither of the previous incarnations was successful at giving players control over the development of their characters. Kill quests are also going to be changed with the removal of a set count and implementing a sliding progression scale based on overall experience earned. For a more thorough breakdown and a deeper look at beta feedback, take a look at the full community address in this WildStar Wednesday.
we have the opportunity to remove mob tagging, with regards to XP, from the game. XP gained per mob death will generally be based on the amount of damage a player contributes to that kill. This will still encourage players to group (where they would get full XP credit for the kill rather than a percentage), but also encourages players to help out a passerby in the open world in order to receive a comparable XP reward.”
So only XP? If I help a fellow player out in the world, I don’t have a chance at loot? If I help them, does that mean they’ll get fewer XPs since we weren’t grouped? Carbine, have you guys even played Guild Wars 2? Because if you haven’t, you really should ask your publisher for a few keys, so you can see what it’s like when players want to be around each other.
I’ve been looking forward to this game, but honestly, any level of mob-tagging is staggeringly bad. It’s a dated mechanic that should have died five minutes after it was implemented.