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Even Wildstar beta players didn't like the lack of "levels"

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Hexacles
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Even Wildstar beta players didn't like the lack of "levels"

Post by Hexacles » Wed Aug 07, 2013 3:12 pm

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Golf Mike
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Re: Even Wildstar beta players didn't like the lack of "leve

Post by Golf Mike » Wed Aug 07, 2013 5:30 pm

I'm so confused, I thought this would be about EQ Next. :?:

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magicrules
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Re: Even Wildstar beta players didn't like the lack of "leve

Post by magicrules » Wed Aug 07, 2013 5:31 pm

I am also confused,... not sure what this has to do with EQ Next or even levels.... This was about quests in Wildstar,not levels in EQ Next
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Re: Even Wildstar beta players didn't like the lack of "leve

Post by Steelheart » Wed Aug 07, 2013 6:04 pm

Moved to WildStar General Gaming forum

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Nionya
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Re: Even Wildstar beta players didn't like the lack of "leve

Post by Nionya » Wed Aug 07, 2013 6:13 pm

I am happy to hear they are working on making the game better overall. I will wait it out, but darnit...I want to play :)
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Hexacles
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Re: Even Wildstar beta players didn't like the lack of "leve

Post by Hexacles » Thu Aug 08, 2013 9:23 am

This is a story about if it doesn't work here it won't work there. The correlation between WS and EQN is in the game progression strategy currently being tested in WS. The point is people in Wildstar beta are going through what seems to be the current EQN game progression strategy. The whole "no level" thing was not well received by WS and from what I've read on the Grievenace forums pretty much mirrors the general public EQN forms about the whole "no level" deal. Picking up additional class feats along the way to create a better mixture for your character just doesn't seem to be the cat's meow.
We've gone through two iterations of the Milestone system so far, but we never really spoke about it publicly because it wasn't in a place we were happy with. The first version allowed you to slot passive abilities alongside your active abilities, but were tied to hitting certain stat thresholds to unlock them. The second version removed the "slotting" and simply unlocked more milestones as your stats increased. Long story short, the system was purely gear-based, and players didn't like that their character had no progression on its own.
Apologies for what was perceived as posting in the wrong game forum. This was genuinely meant for the EQN folks. And not only that but hopefully this is the light at the end of the tunnel for those EQN people who are disappointing about the lack of trinity and progress levels. *raises mug* here's hoping

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Re: Even Wildstar beta players didn't like the lack of "leve

Post by Peete » Thu Aug 08, 2013 12:11 pm

Personally i think we need to be careful of when we compare things. I haven't played either WildStar much less EQN. Lets not be to judgmental about how different developers a produce a game until we seen the finished product.

I personally have seen a lot of games with Levels that i didn't enjoy personally :? I really enjoyed Star Wars Galaxy and The Secret World which didn't use the normal level system (my problems with the game where not part of that) 8-)
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Hexacles
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Re: Even Wildstar beta players didn't like the lack of "leve

Post by Hexacles » Thu Aug 08, 2013 3:02 pm

Peete wrote:Personally i think we need to be careful of when we compare things. I haven't played either WildStar much less EQN. Lets not be to judgmental about how different developers a produce a game until we seen the finished product.

I personally have seen a lot of games with Levels that i didn't enjoy personally :? I really enjoyed Star Wars Galaxy and The Secret World which didn't use the normal level system (my problems with the game where not part of that) 8-)

Might want to inform the rest of the internet about that new policy .... oops
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Re: Even Wildstar beta players didn't like the lack of "leve

Post by Steelheart » Thu Aug 08, 2013 3:48 pm

I think that's enough discussion on this post. Move along, nothing to see here :-P

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