Hello folks, and welcome back to Kam’s Korner. This part, as I discussed briefly in the first update yesterday, will be touching more on the current iteration of Wildstar and the improvements and updates that Carbine and NCSoft have made since the game’s launch. Despite the game’s stumble out of the gate – the launch of the game was marred by a lot of bugs and server instabilities – the actions of the development team and the staff supporting them over the last year have proven that these men and women truly do care about improving the experience of us, the player.
You see, Carbine had a very ambitious – perhaps a little TOO ambitious – plan for post-launch game content that would, in their mind, keep the game fresh. The original plan that the team had in mind was to do monthly game updates, or ‘patches’, to help add content and keep players engaged in Planet Nexus. Yes, that’s right. Updates and new content every 30 days. Now, in my honest opinion – you would have to be operating on negative hours of sleep and live at your office to produce content of that rapidity. And with a promise for such rapid content drops came the problem with such a short window of production – bugs. Many, many bugs were included in the earliest content updates that Carbine released, and this attracted player criticism.
Was it warranted? I think that critiquing decisions made by game developers is an important part of giving feedback. If you do not stand up and say “I disagree with this because”, you are giving up your voice. Of course, that does NOT mean forming a virtual lynch mob and hunting people down because they did not deliver what you wanted is a good idea, either.
Briefly, I am going to go over the major patches, or ‘drops’ as Carbine likes to refer to them as:
Drop One: Known as the Strain Ultra-drop, this update was released on June 26th, 2014. This update added two new zones to the game, Blighthaven and the Northern Wastes(*). It also added lots of new housing items, gear and daily quests for players to complete. Both of the new zones were introduced for level 50 players and held a variety of other content besides daily quests; Blighthaven in particular boasted a 20-man public event called Guardians Of The Grove as well as a 5-man outdoor dungeon zone called The Nursery, while Northern Wastes, a re-introduction of a zone played by Exile characters from level 3-5, contained a majority, if not exclusively, solo-player daily quests.
Interestingly, it was also in one of the press interviews about the Strain Ultradrop when former Executive Producer Jeremy Gaffney spoke of the “ginormous monthly updates” that the Carbine team was going to deliver on.
Drop Two: Known as Sabotage, this update was released on July 30th, 2014. With Sabotage, Carbine focused more on a player-versus-player front, releasing a new battleground called Daggerstone Pass. Included with the new battleground were more improvements to classes and other fixes and tweaks that, in my view, were meant for the PVP player – as there had been criticism from the PVP community at the time that Carbine was “neglecting” them.
Drop Three: Known as Mystery of the Genesis Prime, this update was released on November 10th, 2014. This drop marked a departure from the original plan of monthly content drops, as Product Director Mike Donatelli explained on the Wildstar community forums in September:
“An aggressive drop schedule was something we had planned from the beginning,” says Donatelli.
“Our goal was to get new content out there and into your hands as fast as possible. However, we soon learned a pretty painful lesson: the quicker we tried to get content out the door, the buggier it ended up.
The community has been both very forgiving, but very clear about their opinion on the matter:
Stop releasing buggy content. Period.
After Drop 2, we sat down and had a hard talk about the process so far. The result of this discussion: no more drops before their time. While we would still like to get content to our players as quickly as possible, we’re going to focus on quality. In the end, this will provide true value.”
Donatelli revealed that the team was going to attempt content in three-month patches as they felt it would be more of a realistic time window for the updates to be thoroughly tested and up to player standards for a live release.
This update was the largest content update ever at the time for the Wildstar team, and included a new zone, The Defile, along with tons of new quests, new group and outdoor content, and a continuation to the “world story” of the game, with a single-player instance called OMNI-Core 1. With those new additions also came many pages of quality of life improvements and a laundry list of impressive bug fixes.
Drop 4: Known as The Protogames Initiative, this update was released on Febuary 2nd, 2015. This update added a level 10 ‘starter’ dungeon to the game called The Protogames Academy, which presents itself as a training ground for new players to learn and understand Wildstar’s combat mechanics. Also, in the same update, Shiphand missions received an update to include Veteran Shiphand missions – single player content for the level 50 solo player to attempt and gain loot and other rewards from.
It also added a plethora of other content, including, but not limited to: new housing decorations, new housing editing tools(being able to change your plot itself, not just the house), a character customization vendor that allows you to change your character’s appearance(not race), ‘goody bags’ for those who use the queue system to allow for random group activities, and the scaling of one of the major end-game raids in the game, The Datascape, from a 40-man raid to a 20-man raid.
Drop 5: The current content update to Wildstar, known as Invasion: Nexus, this update was released on May 4th, 2015. Continuing with Carbine’s rather impressive patch history in terms of size, Invasion: Nexus was no exception, adding a new level 50 zone, StarComm Basin, with new, rotating daily quests for players to experience each day, gaining reputation for new rewards such as new gear, new housing options and new mount flairs(customization pieces for your mount).
It also introduced the Contracts system. Contracts are solo player content that are acquired from a Contracts Board in your respective capital cities – giving out assignments from hunting a certain number of a certain creature to completing challenges to killing world bosses. Contracts reward things from money to rune tokens(in which you exchange tokens for a rune which can be added to your gear), to Renown(a currency for Shiphand gear and decor items), and Protostar Promissary Notes – which can be exchanged with certain reputations for points towards your total standing score with said faction.
Another large group of bug fixes and tweaks were added, as well as the Holo-wardrobe system; this allows a player to change how their gear appears and what colour it is, but it also allows players to save gear appearances for future use – allowing said player to vendor or destroy the gear after they are done saving the look of it.
Companion pets were also added, bringing around 60 pets for players to find and collect to join them on their quest across Planet Nexus. Not much I can say about this one other then adorable.
Whew, that was a long one to type up! Anyhow, I returned to the game around the time just before Drop Four, and I was already impressed by all of the changes made in the previous updates. The last update, Invasion Nexus, opened up a world of new customization options for players that many had been asking for since the launch of the game. More then that, the last few updates, in my opinion, have been showcasing the Carbine team shifting away from the ‘hardcore’ stereotype that had been unfairly attached to Wildstar and moving towards a more solo-friendly, story-driven approach. Of course, the creative content team has been tight lipped about future story content – we’ll blame Pappy, the creative director, for that one – but the team has really pushed story in the last few updates.
Another bright spot in the Wildstar universe is a thing that many games are rather infamous for – it’s community. While not perfect, I have found the Wildstar community to be a wonderful, passionate and friendly group of people who are devoted to the game and having as much fun as they can while remaining as positive as they can. One thing that does help with this is the Carbine Community Team, including Community Manager Dierdre “DD” Hollis and her predecessor as C.M and current Creative Content Manager for NCSoft, Tony Rey. The two of them have always left themselves open to the playerbase for ideas and feedback, both on Twitter and on the official forums.
Other developers not with the Community Team have also been very active in answering players and interacting with them as well on the forums, including Creative Director Chad “Pappy” Moore(the wonderfully bald man in the ears above), Lead Writer Cory Herndon – who by now is probably tired of my lore questions – Multiplayer systems designer Brett “Timetravel” Scheinert, Raid and Dungeon designer Tom Cassera, Lead Composer Jeff Kurtenacker, and many others that, if I listed them all, would make this blog last forever.
The team at Carbine are, without a doubt, some of the most passionate and caring people I have met in my years of MMO gaming. They genuinely do want to hear from us, and take our feedback carefully. They also go out of their way to make themselves available to the community, and do what they can to answer what questions we have, and listen to any complaints or problems that we wish to express. This is not just me “fanboying”. This is my humble opinion – that despite your personal views on Wildstar, the people behind the game are some wonderful folks.
I will put it to you this way – Jeff Kurtenacker gave me life advice on overcoming a fear that actually helped lead me to start this blog.
Of course, this isn’t the end of Kam’s Korner and my Wildstar discussion – stay tuned for Part 3 and the Transition to Free-to-Play, with my thoughts included!
(All images in this and any other Kam’s Korner are copyright of their respective holders. I make no claims to any of these images nor am I profiting from their use.)