Since the emergence of MMORPGs, almost every aspect of our favorite form of entertainment has undergone a massive transformation. Getting into games has become easier, the graphics are getting more attractive, and the endgame content is constantly changing.
What started with heavy 40-man raids like “Molten Core” and “Blackwing Lair” in World of Warcraft has long been transferred and adapted countless times to other games. Almost always, there are game contents that require a small, manageable group of 3-6 people, alongside the “big” tasks for 20-40 players.
While coordinating 19 teammates often tests the nerves of everyone involved, this is almost guaranteed with the double player count. This chalice seems to have rolled coldly past WildStar, the upcoming MMO hope, intentionally by the developers!
So we ask ourselves: Are 40-player raids still relevant?
The players of the past…
Back to the roots: The 40-man hardcore raids in WildStar will last several hours. Does that fit into your current schedule?
Let’s be honest: When most of us started with World of Warcraft around 10 years ago, many were either students or pupils. They had plenty of time, could spend several evenings undistracted in front of the PC, and could participate effortlessly in extensive raids.
After school, one would spend half an hour in the guild’s forum updating on the latest tactics and today’s lineup, deciding whether to farm potions and buff food or leisurely clear a few smaller dungeons.
Current raids were only for about 5% of the player community, and patience played a major role. It often took several months with 2-3 raid nights a week (each lasting 4-5 hours!) until the latest boss was defeated. However, the feeling of success was immensely greater.
… are not the players of today!
Today, things look different. Subjectively speaking (read: I am right, unless it’s not that way!), the “younger generation” of players is more spoiled and lacks endurance. MMOs are no longer the one big hobby for many, but one of many that all demand time – and all significantly less.
As a result, it is only right that many games now offer comfortable solutions to experience challenging endgame content nonetheless. For instance, WoW splits its raids into several wings and offers different difficulty levels, from “I play without a keyboard and with my eyes closed” to “The boss doesn’t lose HP before the 50th attempt”; there is something for every player.
Additional tools, like the equally celebrated and hated “Dungeon Finder,” allow players to dive into battle without commitments and manual group searching; WildStar also offers such convenience features, but not for the most challenging aspects of the game: the raids for 40 or 20 crazy players.
40-Person Raid Planning: A Course over 6 Semesters
The drawbacks of large raid groups are obvious: For the leaders, it becomes a chaotic ordeal days in advance when trying to assemble a balanced group from a pool of 60 or more players, ensuring no one feels unfairly treated. Whether all 40 people are actually online fully equipped and ready for action by 7 PM is a whole other matter. Even during the fun of killing and dying, the raid leader often becomes more of a counselor and liaison than anything else.
“Why did Lauryll get an item again today, and I didn’t?” “Nagrivai is standing in the fire for too long; tell him, he will listen to you!” “Cortyn hasn’t popped a potion again!”
Additionally, there are interpersonal dislikes. With 40 people, it is inevitable that some will clash, complicating planning further. “If Noires is coming, then I’m staying home!” and “If Remson isn’t allowed, then I don’t want to be there either!” are just two of many possible configurations that can drive your leader to the brink.
The more players, the greater the success
However, not everything is bad with large groups. The sense of achievement is intensified the more people are involved. When the boss is finally brought to its knees after weeks of steady progress, the cheer erupts in TeamSpeak, and one is awarded one of the rare items – it’s all worth it! Absolutely everyone who has fought hard for such a victory will understand what I mean – and therein lies the target audience that a new game with classic raids aims to reach: WildStar.
The hardcore target audience of old-timers and aspiring young ones
Many MMORPG players of the “first generation” miss the challenging tasks, the large groups, and the long raid nights. Not everyone can deal with the new systems, where everyone can choose their own difficulty level and ultimately everyone is more or less handed success by the game.
If you are such an “old-timer” and tell the younger generation about it, it feels like Grandpa recounting tales from the trenches. Few can imagine that everything was truly that hard back then – the “old ones” only want to present their achievements in a better light.
However, some get inspired by nostalgia and want to be part of such an “elite” group of players overcoming those challenges and relying on those victories, without simply being able to lower the difficulty level when motivation falters after two failed attempts. The raids in WildStar will not be a piece of cake and should never be. A tough test for all those who are bored in the sameness of endgame content – let’s hope the developers at Carbine remain true to this line!
It is a bold step to resurrect such an “old” concept regarding raids and present players with tough challenges. Many guild leaders are no longer accustomed to coordinating a group of 40 or more people, yet the interest is steadily growing.
Because these bitterly difficult raids are one of the core elements that many players wish to see return. It’s often criticized that the camaraderie in the “Molten Core” was significantly better, and social structures were somehow more solid – despite high frustration risks. WildStar aims to bring these social obligation components back to the forefront. This impacts not only manual raid planning but also other contents, such as the war bases.
And of course, the factor of time plays a significant role, because while as a student one could easily game freely on 6 out of 7 evenings, when desired, this is hardly realistic in professional life anymore – but is that really a major obstacle?
From my personal experience, raiding can still be integrated into free time even during professional life – it is often used as an excuse not to attempt it at all.
Everyone just has to be clear that the endgame contents of such a game cost time, and there is no hiding that. The recurrent argument “I pay just as much for a game as the hardcore raiders, I want to see it too!” just doesn’t hold anymore, because just because one buys an expensive tennis racket doesn’t mean one can automatically play at Wimbledon. Whether it ultimately matters enough to a person to invest 5-10 hours a week into this hobby, everyone must decide for themselves (read: Yes, it does, don’t be so dramatic!).
WildStar – What we know so far
As has been repeatedly emphasized, the 40-person skirmishes on Nexus will not be an endeavor that can be completed in a day or two, and the same goes for the smaller 20-person variant. It will require a lot of brain power, nerves, and endurance to send the last bosses of the previous two raid instances into data nirvana.
The telegraph system enables complex fights with only very difficult-to-predict abilities, and yet one will always know why they have just met their demise. Additionally, the loot system promises to be significantly simpler and fairer than in many other games: Everyone gets something. Not necessarily what they wanted, but all players will be rewarded in some way. Long debates about item distribution or even a classic DKP system will thus fall by the wayside as an organizational factor.
I am confident that WildStar, with its classic raids and dynamic combat system, will reach precisely the target audience it aims for: the old MMO veterans who reminisce about the good old days and the new generation who feel increasingly mocked by the “anyone can achieve anything, regardless of their talent” mentality in a game. These two groups are present and are continually growing. Whether they are large enough to give the classic raid system a rebirth remains to be seen in the coming months.
Some will undoubtedly watch their raid teams painfully succumb to the organizational challenges, for perhaps not everything was better back then – but a lot was good and can be good again if the motivation is strong enough and if the programmers of WildStar manage to regularly deliver exciting game content worth maintaining such a large group.
http://youtu.be/jvP_snSjWDY
Even though the hype-o-meter for WildStar is steadily rising, there are still plenty of gamers who have yet to engage with the upcoming MMO hope. Do you feel addressed? Then we recommend this article: 10 Reasons Why WildStar Ruins Your Summer…!
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If you convince other MMO fans of the qualities of the online role-playing game Rift and recruit them through the “Recruit-a-Friend” program, you can now look forward to even better rewards. Generally, the system has become known through Blizzard’s Recruit-a-Friend system in World of Warcraft. This option existed in Rift as well, but the creative minds behind the game have now prepared some additional rewards for you when you excite new players for the world of Telara! But what exactly do you gain from it?
You can summon friends
Referral coins (see below)
Your friend receives …
a 16-slot bag
a rune for enchanting the weapon
a cloak
unique title
the ability to teleport directly to the recruiter
25 percent more experience when you are in a group together and stay near the recruiter.
If they even shop in the Rift Shop, you will receive Referral Coins for that. With these, you can buy unique mounts, companions, costumes, and even REX in the RIFT Shop to fulfill your small and big wishes.
So, are you interested? Then click on the “Social” button in the game and then on “Recruit-a-Friend” and enter the data of the potential Rift fan!
What do you think of such referral actions? Will you invite friends to Telara as well? Have you ever used something like this in WoW?
This is an AI-powered translation. Some inaccuracies might exist.
Have you ever wondered what these mystery bags in WildStar are all about? For every day you log in as a pre-order customer during the Open Beta, you will receive three of them. But what could be inside? The developers have also released a German video, where you can learn more about the potential rewards. Here are a few examples:
Entertainer Mount Customization Set
Raidin Costume
Glowing Equivar
Wild War Pig
EP Buffs
Unique Runes
Weapons
Furniture Items
and much more!
After the release, you can send the mystery bags to your characters via account management – but you can only open one per day.
Of course, that’s not all! In addition, there is a
fancy rocket house
along with a trophy for your home, symbolizing that you were part of the pre-order circle.
the title: “Chosen of the Ancestors”
a storage bag for the great loot in the game
and 3 days of early access! So it all starts on May 31.
If you choose the Digital Deluxe Edition, you will also receive an Eldan Hoverboard, an Eldan Augmentation Costume, a special Eldan title, and Eldan color for your armor on top. Below this article, you will find a few videos about the pre-order bonuses so you can see them in action!
You have not pre-ordered WildStar yet but want to ensure that your name is waiting for you on the release day? It’s not too late!
You can pre-order WildStar on the official site or also on Amazon.
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The Mystery Bags
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The fantasy MMORPG The Elder Scrolls Online, short TESO, has been officially navigable and explorative in Germany and the rest of the world since April 4th. We put the biggest MMORPG release of the first half of 2014 to the test.
Has the game convinced, does it have a chance for the title “Best MMO 2014”, or has it disgraced the great name it carries?
Our tester Schuhmann has spent 300 hours in Tamriel, tussled in caves, gotten annoyed by bugs and bots, been eaten by slaughterfish, and slain by countless enemies. He met with hardcore PvPers for a chat, roamed the darkest corners of forums, and familiarized himself with the game mechanics behind the game. But how is it now: What is The Elder Scrolls Online like?
The Gameplay: Story-Telling and Quest Flow at its Best
We want to start with the biggest strength of the game. The way a hero gradually conquers the world of Tamriel is really well done. The map gradually reveals its secrets. Driven by the story or pure curiosity, one searches for rough outlines on the map and tries to set things right that the King of Worms and his minions have done wrong. The driving force is not quests that constrain me, but the urge to explore.
In a “normal” game, there would be small villages or clusters of NPCs everywhere. One of the residents would have a question mark above their head and would tell me where I need to go. In TESO, I often wander around, a symbol appears, and I follow it. There is no quest leading me into a dungeon, but my urge to explore does that. This makes the game narratively much more open.
Or I simply go into a tavern: In every larger city, there are hero-like figures, the fearless ones. While I listen to their boasts, I get a hint about where my character and my sword are needed. One of many beautiful details in the game, which can be criticized for various reasons but certainly not for soullessness.
Sheogorath as a Notable Antagonist
TESO has great strengths when it comes to telling a big story—or at least a small one very well.
Especially the questline of the Mage Guild has captivated me: The main character is a trickster god, somewhat like Loki in Norse mythology… or the Joker for all Marvel fans, the Daedric prince Sheogorath, who likes to call himself Uncle Sheo. The way he plays his games with a dead-serious Archmage, making heroes jump through hoops, and yet somehow remains the smartest in the room throughout the chaos is really enjoyable.
Even the main quest has great moments and is a strong red thread that leads through the hero’s life. Although the story seems a bit clichéd at the beginning, it reaches operational temperature at the latest in the 30s and develops a wonderful drive, so that one can look forward to the Prophet’s call every 5 levels.
Standard Quests are Good, but Almost Too Many
But even the “smaller standard quests” are often strong, even if they do not give the player as much freedom and choice as in the single-player games of the series. The quests are quite varied: There are puzzles (that aren’t too difficult), longer delivery tasks, and of course many battles to fight. However, the quests are really rewarding only if one is willing to listen to the story.
I confess: I didn’t gift my cat’s ear to every fair maiden in distress, but rather skipped a dialogue here and there. But whenever a story managed to capture my attention, the player experience was really good and profound.
TESO and the way it tells stories are both excellent for being consumed in small doses. The zones are large, besides the main quest and the two semi-main quests, the guild quests, there is still an overarching zone quest, alongside dungeons and skulls (which could be seen as mini-quests) and local quests, where you have to set something right.
There is always something to do. You save Tamriel piece by piece, drive out a ghost here, take down a power-mad wizard there, or thwart a pirate conspiracy somewhere else. And always (or at least almost always) it seems that the sun shines a little brighter and the grass is a little greener when you finish an area. Unless you leave behind tragic fates of unfulfilled love or misunderstood pride—that happens, fortunately, from time to time as well.
The game is excellent for escaping into this fantasy world for two or three hours after a stressful day, questing in an area, attentively listening to the stories, and being interested in what happens there.
The quest system is not suited for rushing through because one wants to be quickly at veteran rank 10. The quests are too lengthy, there are too many passages without fights, and it breaks up too much. The game is just not designed for that. Even those who listen attentively to the quests will show signs of fatigue after a few hours straight. Names and stories blend together; as a player, you are simply “full” of stories and cannot separate them anymore.
Conclusion: TESO has great strengths in quest flow and story-telling. However, they also demand attention and should be enjoyed. Those who devour the content like a Big Mac will quickly feel a sense of fullness.
The Gameplay: Character Development and the Importance of Items
The Elder Scrolls Online relies on a relatively free skill system. There are four different classes: Dragonknight, Templar, Sorcerer, and Nightblade. Each class has access to three individual talent trees, meaning they have 15 skills and some passives; the remaining skills are shared among all heroes in the game. Further skills come from the weapon used:
Bows and destruction staffs characterize typical ranged DPS, like the classic archer or the sorcerer from other games
Healing staffs turn every hero into a healer and are also very popular as a second weapon
With two-handed swords or two one-handed weapons, one becomes a melee DPS with a focus on either raw violence or more subtle maneuvers
And with one-handed weapons and a shield in hand, one becomes the tank
Each hero has two weapon slots to choose between at will. When he changes weapons, the abilities change too. Finding a combination of two weapons, and thereby two roles, that can be played optimally is a challenging task and difficult to master.
Regarding weapon skills that best guarantee a typical role of the Holy Trinity of tank, DPS, and healer, there are also armor skills that go in a similar direction. Furthermore, there are special abilities that come from quest rewards, PvP, or special sources, like vampirism.
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The majority of skill lines level up by gaining EXP while having an ability from the line in the hotbar. Others level up through progression in the main story, by defeating demonic enemies, or by finding rare tomes.
Skill points are earned by leveling up, completing special quests, or collecting sky shards scattered throughout the world. Individual abilities can then be changed (or morphed) at a certain level. The player then chooses between two rather smaller bonus effects. Unlike most other games, there is no shortage of skill points in TESO.
Great Variety, Small Plate
In practice, the game allows for incredible possibilities to shape your character, but the parts in stock are somewhat limited. One can pursue a certain idea for their character, such as a two-handed warrior in heavy armor with a healing staff and corresponding skills in reserve, just in case things go wrong or to recover between battles.
Only the selection of abilities that you ultimately have in the role is limited. Only 5 abilities can fit on the hotbar, plus one ultimate. With clever weapon switching, this becomes 10 abilities. Lags and weaknesses in the combat system unfortunately prevent a dynamic gaming experience too often at the moment.
What TESO lacks a bit is the change in the gaming experience as one progresses further in the game. Similar to Guild Wars 2, the individual roles play relatively consistently. In later levels, a so-called “game changer” rarely if ever comes into play. A skill that significantly changes the gaming experience. World of Warcraft does this very well by enabling players to have a slightly different gaming experience with new abilities.
Red enemy areas are never good, not even in TESO. A healthy tip: Run away, block, or dodge!
In TESO, however, you must restructure the character accordingly for a new gaming experience by exchanging skills, changing armor type, or switching weapons and thus also roles. But an archer in their 30s will not play significantly differently than an archer at the highest level, even though there is a huge amount of playtime between the two. Additional skill points could then be more likely to go into an alternative build, to turn the archer into a decent melee fighter or healer with alternative class skills.
The Items: Crafting Top, Drops Flop
The Elder Scrolls Online features a sophisticated crafting system that players can spend a lot of time on. Almost all properties that are on drops can also be applied to crafted items. Quality levels increase items through a refinement process. The most skilled blacksmiths, tailors, and woodworkers can create armor pieces from specific sets.
In practice, the system works such that players find items with good stats but a low-quality level. They then upgrade these items in crafting. It’s not particularly exciting. Until they reach the maximum level, few players have to seriously worry about their gear and can simply wear quest rewards or whatever is lying around in the guild store, which replaces an auction house.
Some players have obtained the best items in the game, the so-called “Best in Slot” items, because they created seven twinks and hired crafting apprentices through the skill menu for each twink. Thus, players receive up to thirty loot bags each day, which may contain the highest crafting materials. This way, a player can obtain the best items simply by sitting in the capital and waiting.
Unfortunately, this is a problem that runs through The Elder Scrolls Online like the footprints of an elephant in cheesecake: Many aspects of the game are a great idea in themselves but negatively impact other parts of the game. Crafting is great in itself, but it takes a bit of the thrill out of drops.
When the best items are not pulled from the still bleeding body of a dragon (as it should be!), but instead land as a periodic PvP reward as a letter in your inventory, and later become the best items in the game by cleverly exploiting somewhat unfortunate twink mechanics, it doesn’t feel very “heroic”. A genuine hunting and gathering spirit is missing.
This drives many MMORPGs for motivation beyond their natural half-life (“I won’t stop until I get this three-times-cursed crown from this eight-times-cursed end boss, which NEVER drops, and when it does, I’m not there, or the random one gets it!”).
Conclusion: Much in TESO comes with two sides. Character development recalls the freedom of Guild Wars 2 or The Secret World; players can take any character in any direction at any time. However, the options for a particularly innovative build are quite limited. However, mastering both weapons you can carry and spicing it up with clever bonus abilities provides a chance for a strong and individual character. The item and crafting area still seems somewhat unrefined. It is hoped that Zenimax will follow up with larger PvE expansions. The game would benefit from some exceptional items—but this would again have implications for PvP.
The PvP: The Elder Sieges Online
The PvP is ambitious and great in concept, but in practice, it will take a while before the major issues are resolved. The PvP in TESO is not about airtight skirmishes in arenas or taking place on manageable battlefields; it’s about fortresses, outposts, and the titular Elder Scrolls on a huge map.
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The concept of such a vast map pushes many players into one pot. There are
Players who long for one-on-one duels
Others who prefer to travel in small groups and measure themselves against opponents
Players who want to achieve something in guilds to prove they can decide a battle
And also fans of large battles who want to capture castles with 200 or more people and smash the opposing army.
All these players can have their fun in Cyrodiil, the PvP zone, as long as they don’t run into each other. Because anyone overwhelmed by a large group of enemies, whether alone or in a small group, of course, has no fun. In Cyrodiil, there are relatively few moments where it’s unclear what will happen next. Often one side is numerically or in firepower so superior that the outcome of the fight is already determined in advance. A long battle, where the luck of war varies with strategic skill, is currently one of the precious, rare moments.
Highlights in Siege Combat and the Hunt for the Elder Scrolls
The game has strengths in sieges. Here, a variety of siege machines and a clever strategy provide excitement. Moreover, one enjoys the feeling of making a difference as an “individual,” because here, a strategically placed bucket of boiling oil can cause a lot of trouble for attackers.
Even more enjoyable is indeed the stealing of an Elder Scroll; the path for the scroll bearer from an enemy temple to a friendly keep can be incredibly long, as the group of friends along the way slowly thins out and more and more enemies pick up the scent.
A Sunday afternoon with your own PvP guild in Cyrodiil can indeed become a fulfilling experience for the whole clan: It’s known that cruelty is much more fun with friends.
Balance and Lag Problems
A playground like Cyrodiil, with so many different items, builds, and player types, is as hard to balance as the egg of Columbus. And no, you can’t just prop it up until it stands. Currently, “turtling” prevails in Cyrodiil; players gather closely together, as AE abilities (except siege weapons) only hit a maximum of 6 players. This leads to two situations: Either a cluster of players charges through like a human wrecking ball, leaving a trail of destruction, or two of these human clumps stand next to each other and cast their AEs until one group falls. The spectacle often goes along with an almost endless number of AE effects and siege weapons and doesn’t look much like Braveheart or a battle in the fields of Rohan.
Anyone watching a current PvP video from group PvP, which basically only consists of the leader giving commands as if trying to tell his girlfriend how to park (“A little more, a little more—Stop! Gather! And now over there!”), will have to agree that the PvP still has several issues at the moment. However, these are normal after a month.
Even now, it’s already possible to have a lot of fun in Cyrodiil if you adapt to the game and do not stubbornly try to do PvP the way you are used to.
Lag problems, which still hinder smooth gameplay, should come to an end with the server move from the USA to Frankfurt. The move has been long announced.
Conclusion: The PvP is currently like one of those Hollywood “ugly ducklings” that actually is a top model and beautiful, but in the first half of the film runs around with an eight-kilo brace and glasses that cover half its face (and a bun!). TESO has great potential in PvP, but it still needs to be fully realized. Even now, fans of battles and sieges have found a game with long-term motivation in TESO. The goal of becoming emperor and standing at the top of the leaderboard at the end of a campaign will motivate many. With the upcoming PvP dungeon, the fun should grow even more.
The Problem with the VR Rank: Long-term Motivation
In the preview, we mentioned it back then: Zenimax’s decision to chase players through the two other factions after level 50 and the end of the main quest proves to be as unfortunate as expected. Not only do you return from the celebrated hero to a novice, but the level progression becomes quite sluggish. While normally in a zone, you see the EXP bar moving forward a bit with each completed dungeon and anchor, in the veteran ranks, it feels like a crawl.
The motivation then lies rather in finally becoming VR 10 to use the best items and shine in PvP or the upcoming raids. Whether the majority of players find motivation and enjoyment in crawling to VR 10 is questionable. Yes, it is hard. Yes, it’s not for everyone, and yes, if you stick with it, you are certainly “hardcore”, but it also requires a certain level of suffering, a high tolerance to frustration, and immense patience. All of this is not necessarily equated with enjoyment in gaming.
Stretching the content in this way to almost three times (the main story quests fall away) might be a clever idea in quiet rooms, but in practice, I am running into a wall of sluggishness and boredom. Moreover, the difficulty significantly increases here; battles against mobs take much longer, and you are reliant on a teammate doing the quest you are stuck on.
This is another weakness of the game that persists: the lack of scaling. Through a quest dungeon where fifty people are currently raging, you can go through to the end and be happy to see the final boss to complete the dungeon and pocket the bonus EXP. However, if no player is there and the dungeon is set to be harder, you fight through a multitude of enemies just to get by—or in the veteran ranks, you can’t anymore. A scaling system would have worked wonders here—and also with the anchors.
The anchors, with which the archvillain Molag Bal wants to expand his influence (wonderfully demonstrated in a cinematic trailer), belong atmospherically to the great strengths of the game. Summoners mutter, call upon their dark lord, a human sacrifice is offered, and the air hums with evil energy: Great! The actual anchor then usually becomes a farce because way too many heroes are fighting over way too few mobs: Too bad!
It Lacks Polish: My Best and Worst Vacation Experience
To conclude the test, I’d like to share an experience that summarizes my month with TESO well. Just before the end of the main quest, I found myself in a mysterious library (by the way, the entire zone Cold Harbour is excellently done). There, players kept falling to their deaths. I wondered: What the hell is happening? Were those bots, but if so, how did they get here? And what were they doing? It turned out that a quest was buggy, and you could only solve it by jumping to a specific point, falling to your death from there, and spamming the action button like a madman in the hope of hitting the “sweet spot” from which a resolution was possible.
Just before the decisive moment of the game, many players, who were still caught up in the war against Molag Bal, mindlessly and nakedly jumped to their deaths because something was terribly buggy. I did that too, felt stupid doing it, and was about to flame the game. But right after that, a fantastic finale of the main quests awaited me, which had great moments and reconciled me again.
This is a bit of what the first month of The Elder Scrolls Online looks like in a nutshell for me. The game lacks, more than anything else, thorough polishing and a rethink of some game mechanics. But at the same time, the game has great strengths and can, if Zenimax continues to work hard on it, actually become a great title. Even now, there are always great passages where I can forget myself and my surroundings to truly immerse in the game. And I say this as an MMO veteran who does not flutter his heart at every butterfly or wants to name his firstborn son Jon Snow. But the game is indeed THAT good in certain moments.
The Elder Scrolls Online – Recommendation: Yes or No?
For me, the game is definitely worth its purchase price. Especially for fans of great stories who want to spend two or three hours in a foreign world after a stressful day, it is a great game. I see long-term play enjoyment for casual players definitely being given for months.
The game likely contains 150-200 hours of fun if you take it easy and we’re leaving the endgame in the veteran ranks aside. Content locusts who buzz through these quests like a Duracell bunny and just quest and quest and quest can squeeze even more quest enjoyment out of it. Fans of group PvP who want to travel with a large guild and continuously improve could find a great game for the coming years with TESO.
Those who enjoy a classic MMO with a steady improvement of their character, who aim for the best items, are likely not the right audience for TESO at this moment. The content wall after the end of the main quest will be too high a hurdle for many “normal” MMORPG players at the moment. The motivation curve flattens out too strongly here. But even these players can get three times their purchase price out before then.
A difficult group are the burning fans of the single-player series, who approach the game with the expectation of finding a second Skyrim. The game may be able to provide that in a few months, but right now it lacks the refinement for such immersion.
My expectations before the release have been met by the game. Even though the first month was turbulent and some game concepts turned out to be as problematic as assumed. The total hype around the game, fueled by fans of the single-player series, is, however, exaggerated. It is a solid and above-average MMORPG with a lot of potential and room for improvement, but also substantial problems in terms of polish.
No one can say how the game will look in a half or a full year. If Zenimax provides at least half of the content it announced and makes good progress on the polish, the game could be in for great success for years to come. However, some structural issues are so severe that it will probably never be a game for “everyone,” but will instead reach a specific niche of players and keep them engaged for a long time.
Rating Categories
Presentation: The game thrives on its details at the highest level; the voiced quests are great, the landscapes are epic, only the NPCs’ facial expressions need some work: 9/10
Story: Main quests deserve a 1+, the numerous reading materials another star, while some tedious standard quests barely impact the score: 10/10.
Gameplay: The combat system lacks a bit of dynamism; the item progression is rather weak, but a varied game with diverse options to design the hero stands against that: 8/10.
Long-term Motivation: Great up to level 50; thereafter it becomes monotonous in veteran rank unless one engages in PvP; the industry-standard achievements and an Elder Scrolls typical explorer’s drive are to be highlighted: 8/10.
Social Component: Much is done solo; guilds and larger alliances are useful for PvP; group play is currently hampered by phasing bugs. Dungeons are average and are currently run rather rarely. With Orsinium this could change. Raid PvE content is announced: 7.5/10.
Polish Factor: TESO is still at the beginning of its life span; everything is exciting, but the game suffers significantly from bugs and problems; hopefully, this will improve over time: 6/10.
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This is an AI-powered translation. Some inaccuracies might exist.
This summer, the expansion “Curse of Naxxramas” for Hearthstone will be released. Of course, exclusive cards have also been designed for the new single-player adventure. We would like to introduce the first four here:
For the Warrior, the weapon card “Death’s Bite” has been introduced: Deals 1 damage to all minions. It costs 4 mana, can attack twice, and deals 4 damage per attack.
Paladins receive the card “Avenger”. If this card is active for 1 mana and one of your minions dies, a friendly minion gets +3/+2.
Druids can look forward to the card “Poison Seeds”. When played for 4 mana, all minions are destroyed, and for each of them, a 2/2 Treant is summoned as a replacement.
Now the next card for Rogues has been introduced: Do you remember those funny little critters in front of Anub’Rekhan? They will assist you for four mana and can deal 5 damage. The big advantage: When played tactically, you can have one of your strong minions skip a turn and then send it back into battle!
What do you think of the cards and their values?
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It is not just the dwarf who cheers! As community manager Crithto announced in the official English forum of World of Warcraft, there will be a change to the equipment with the next patch. Soon, you will be able to upgrade your gear twice more – for a total of four times! All gear pieces from the Siege of Orgrimmar and the Lost Isles are affected – even the legendary cloak. At least that allows you to climb a spot in the damage and healing comparison!
In order for you to have enough Valor Points available for upgrading, you will soon be able to exchange 3000 Timeless Coins for 100 Valor Points. Unfortunately, it will not be possible to send the exchange tokens to twinks – you will have to farm diligently with the respective character. However, the item level of the Heirloom weapons from Garrosh will automatically be increased by 8 points, as these cannot be upgraded.
The second big news yesterday was the announcement on Twitter for a new mount that will be implemented into the MMO with the expansion Warlords of Draenor. It somewhat resembles the Silithid mounts from Ahn’Qiraj – only in a war-ready variant.
Whether it will show up in the shop or be available in the game is unfortunately still unclear. What do you think?
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[intense_testimony_text]Even though the thing about the upgrades sounds great – it will still be quite an effort to gather enough gear pieces for all upgrades – especially when new ones are always coming in! [/intense_testimony_text][intense_testimony_author image=”https://images.mein-mmo.de/magazin/medien/2014/01/Logo-022.png”][/intense_testimony_author]
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This is an AI-powered translation. Some inaccuracies might exist.
Since yesterday evening at 8 PM, pre-order customers can secure their names in WildStar. The site is therefore quite well visited and has already been unavailable a few times – so if it doesn’t work the first time, don’t despair!
Here are some key details about the reservation:
All pre-order customers can reserve one player and/or guild name each.
This does not have to be done simultaneously, so you can also decide later.
Once you have reserved a name, you can still change it for 60 minutes – after that, the name is locked and changes are no longer possible.
The name reservation is open until Friday, May 23, 8:59 PM CEST.
It is valid for 14 days across all servers and in all regions from the time of release.
Remember: The whole thing is based on the motto “First come, first served!” – It’s best to go directly…
You haven’t pre-ordered WildStar yet, but want to ensure that your name is waiting for you on release day? It’s not too late yet!
You can pre-order WildStar on the official site or on Amazon. In addition to the name reservation, you will receive the exclusive “Rocket House” accommodation, a storage bag, and early access to the MMORPG hope, 3 days before the release.
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The third module for Neverwinter finally went live yesterday, offering numerous new features. If you haven’t read our previous news about it, we want to provide you with a brief summary of the new content: The expansion Curse of Icewind Dale is all about the (not always peaceful) winter landscape and the new resource Black Ice. Do you also want to spend evenings by the campfire in Caer-Konig and tell tales of your freshly experienced adventures?
Then head to Sergeant Knox in the Protector’s Enclave and get the quest “A Chilling Wind.” If you don’t receive it, you’re likely not meeting one of the following requirements:
You have reached level 60.
You have obtained the third campaign boon either from “Sharandar” or “The Chasm of Terror.”
You have a gear score of at least 10,000.
If you do not belong to this player group, now you know what you should do! Otherwise, head to Caer-Konig, a small town in the heart of the Icewind Pass. There, you will meet not only the two new factions Arcane Brotherhood and Ten-Towners, but also numerous craftsmen skilled enough to work with the coveted Black Ice . If you actively support the population of Caer-Konig, they will send you to the Dwarven Valley, the second major region of the new expansion.
If you take a look at the main map, a dark red area will catch your eye – this is the new open PVP area. Warning: Once you enter it, you are automatically PVP-flagged and remain so until you visit a campfire or meet your end! There, you can expect numerous daily quests and many Black Ice deposits just waiting to be mined. Whether you survive long enough, however, is another question! 😉
You can access the progress of your dominion contests, campaign progress, as well as your stats and ranks using the “L” key. There you will find the new PVP leaderboards. Don’t be surprised, the statistics start at 0 with Curse of Icewind Dale.
If you are less fond of PVP, the new Heroic Encounters are certainly more for you. There are three different modes for which you will receive Black Ice and rare rewards upon completion:
Small encounters are suitable for 2 to 3 players.
Medium encounters are designed for 3 to 6 players.
Large encounters are suitable for 6 to 10 players.
There you can directly try out your new Paragon path “The Scout“, whose strengths are new survival and support skills. Less positively received was the change that only players with two characters, who have reached level 60 and have spoken with Jarlaxle in Caer-Konig, can access the new class artifacts . Accordingly, both must meet the minimum requirements for Icewind Dale!
If you prefer to roam the snowy expanses with your main character, you will receive power points as soon as you reach level 60. This allows you to elevate your powers to rank 3. In addition, you will receive experience tomes and companion experience tomes for each time you fill your experience bar, which you can use on your alts and companions. On top of that, there are also raw astral diamonds – plenty of incentives to still be out and about with your main character.
In short: There is a tremendous amount to discover in module 3 Curse of Icewind Dale! Have you already found time for a trip to Caer-Konig? What do you think of it?
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The SciFi-Fantasy MMORPG WildStar is currently in open beta and is not exactly known for its graphics. Many beta testers are currently surprised that the MMO does not run as smoothly as one would expect from comic-style graphics. The reason is nasty performance issues – and maybe the beta testers aren’t surprised but rather suffering from FPS-induced eye strain.
A state-of-the-art graphics is not what WildStar offers; instead, it has opted for a stylized comic look that sometimes reminds one of Futurama or quirky science fiction cartoons.
As far as the game is concerned, it’s already clear that it will come down to split-second timing and complete mastery of one’s character. This will make the difference between triumphing over a nasty boss with one’s gene-manipulated hamster or being grilled by it for not getting out of the telegraphed death beam in time.
WildStar as a Graphics Card Gobbler
It is even worse that WildStar has turned out to be a graphics card gobbler and CPU nightmare for many players during the open beta. WildStar’s Executive Producer Jeremy Gaffney recently addressed this in a Q&A session on Reddit – apparently, this is how every developer who is remotely considered cool communicates with fans these days.
According to Gaffney, they are aware of the problems and are already working on a fix for graphics cards that use SLI and Crossfire. Some of the issues are due to the new UI, UI 2.0, which is apparently not yet optimized for performance. Work is still being done on it. Until then, he advises reducing some settings to squeeze out a few extra frames.
On the German fan site readycheck, they have also taken up the topic and provide some tips on what to do about performance drops (besides buying a new high-end graphics card). The site also lists Gaffney’s advice as well as tips from Carbine’s tech chief Sean Craig.
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[intense_testimony_text]Mein-MMO states: This is a setback for the affected players. Only 20 FPS quickly leads to headaches, and even with 30, it does not play smoothly. For a game like WildStar, which relies so much on dynamics and action, these are serious issues that need to be addressed urgently. With low graphic settings, the game loses a lot of its appeal.
The problems are not new and have been raised for months. Those who are still unsure whether their system can handle the game have until May 19 to test it in beta.[/intense_testimony_text][intense_testimony_author image=”https://images.mein-mmo.de/magazin/medien/2014/01/Logo-022.png”][/intense_testimony_author][/intense_testimony][/intense_testimonies]
This is an AI-powered translation. Some inaccuracies might exist.
WildStar is an upcoming sci-fi MMO from Carbine Studios. The two factions Dominion and Exile are fighting over the planet Nexus, which was long ago abandoned by the Eldar, leaving behind a variety of technological wonders.
But alongside a storyline, WildStar brings a lot of features to captivate players. This includes a wide range of PvE offerings with various dungeon variations, PvP in all possible forms, crafting, and a very extensive housing system.
This video attempts to give a rough overview of the key features of the game. However, as this is hardly possible in a single video, there will be additional videos in the future that will build on this.
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In Guild Wars 2 dark forces are lurking; the security expert from ArenaNet gives valuable tips on how to avoid account theft and all its unpleasant consequences.
On the official Facebook page of the game, an ArenaNet employee admits that more gold sellers than ever are invading the realm united in mega-servers. Hackers are working harder than ever to steal the hard-earned gold from the loyal citizens of Tyria. Players are surely noticing the increased gold spam as well. With the rise in gold sellers, there have also been more hacks reported. From Facebook, readers are directed to the head of account security at ArenaNet, Chris Cleary.
A universal password is no longer sufficient
He explains in a forum post, that most players have taken the security lessons of the past to heart. They have a good and secure password that they then use for every purpose. However, one single password is no longer enough, according to Cleary. At ArenaNet, they observe how accounts are specifically tested with a certain password from various IPs. Then the password is attempted with some obvious variations and then quickly switched to a new account name.
The hackers try out hacked passwords from other games because they assume that players use the same password for every purpose. Hence Cleary’s urgent call: Use a password for GW 2 that you do not use for anything else, especially not for the related email account.
ArenaNet is working on better account protection
Furthermore, it is important to verify the email address and to follow the usual precautions against phishing and account theft: Do not share the password with anyone and do not click on the content of emails from unfamiliar senders.
But not only the users are doing something for their account security, ArenaNet is also staying proactive. A blacklist has been active for a while, containing passwords that are known to have fallen into the hands of hackers. These passwords can no longer be used, regardless of the account name. As a result, ArenaNet has managed to reduce the number of hacked accounts from 1.5% to 0.1%, according to Cleary.
Moreover, it is important to destroy the hackers’ market for gold, which is why Cleary urges not to purchase gold from gold seller sites. In Guild Wars 2, they learned from the first Guild Wars title and allowed the legal exchange of real money for the virtual currency. They are doing everything possible to make the game and accounts even safer.
Ultimately, however, there is no complete protection. Guild Wars 2 is a popular game, and every popular game has to deal with hackers.
This is an AI-powered translation. Some inaccuracies might exist.
Month by month, Blizzard reveals more of the new character models from World of Warcraft that will find their way into the game with Warlords of Draenor. After the female Draenei and male Tauren, it’s now the turn of the female Night Elves – and they look great!
The designers have succeeded in draping the wild and matriarchal people of the Kaldorei in modern polygon splendor, without losing the “old feel” of the characters. Your Night Elves will still feel just as they have for years – but they now look quite a bit prettier. Especially the facial features and expressed facial expressions stand out and give the tree-huggers both wild and loving aspects, with the clearly defined muscles emphasizing their wild hunter nature. In short, it can be said: Well done – many a man’s heart will surely be lost to the new models.
But one small thing we, as longtime WoW players, still wonder: What has happened to the prominent tusks of the Night Elves? Have they fallen victim to the designers’ polishing obsession? You can read the entire blog article from the developers, “Artcraft – The Hunter of Teldrassil,” here. The graphics team of World of Warcraft describes their experiences and goals they have collected and pursued during the update of the model.
Update: Night Elves are getting their fangs back!
This is an AI-powered translation. Some inaccuracies might exist.
In less than three weeks, the eagerly awaited MMO Wildstar will be released! Just before the launch, the developers finally reveal more about Raids on their site – in their usual humorous way! They promise that the upcoming Raids will feel hardcore – and you can share this epic feeling with up to 19 or 39 others! Will you find the courage to dive headfirst into a nightmare scenario that only the best will survive?
If you are already experienced in surviving despite because of the cursed telegraphs, you will soon be able to prove your reaction skills against the numerous bosses, mini-bosses, and challenging events! According to their statements, guides will hardly help, as the battles are a true fireworks display of unpredictable chaos! But all the sweat and frustration is worth it, as tons of loot await those who endure. Everyone! So no drama about loot.
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[intense_testimony]
[intense_testimony_text]As an aspiring Wildstar addict, I am very, very excited to see how boss fights feel with this combat system. Fans’ expectations are, of course, high, especially since the MMO has a lot to offer! If it should really provide exciting PVP battles AND challenging Raids…. Then… Wildstar will capture the hearts of gamers in no time!
PS: Dear devs, if you are reading this: I would love to have my own space cow!
Do you also want to take a look at the Raids? Then go ahead, you’re just a click away!
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On Friday, a hardcore preview of the Raids will also be released here, so keep an eye out. In the meantime, you can also read our first special on the raids: WildStar – Raid-Bosse: Nur echt mit 252 Zähnen. And as always: mein-mmo.de is listening.
This is an AI-powered translation. Some inaccuracies might exist.
Regularly, the developers of The Elder Scrolls Online are available for questions and answers in their Q&A session. This time, it was about the maintenance schedule – yes, why do those darn maintenance works take place on Tuesdays and Fridays starting at 6 AM? That would be the best time to play or farm in peace while others are already sweating at work? According to their statements, it is the best time to disturb as few players as possible in terms of gameplay. The choice was made after analyzing the origin, time zone, and peak times of all active ESO fans.
Understandable, but it probably won’t change the regular verbal jabs on ESO’s official social media channels. However, the question of whether there will be changes to the loot distribution from chests in instances should hopefully make you happier. The answer has been known to us for a while, but the developers wanted to emphasize again: with the release of Kargstein, each group member will receive their own loot from it. This should end the theater around the loot.
This system is also supposed to be implemented in the trials, so that every player has a chance at a great reward, which of course depends on the loot list of the respective boss. In addition, chests await after successfully completing the raid.
Leaders guarantee several items from a large list of potential loot for each player. In the trials, there is also a weekly reward from the Undaunted for completing, which works similarly to the sent crafting materials – each player will receive a chest containing a random reward.
There was also a statement regarding the bot problem, but no final solution was presented. At the moment, they are only looking out for suspicious farming figures. It would also be a small miracle if the developers of ESO would simply solve the problem while other game developers have been struggling with it for years.
We are always looking for new ways to prevent “botting” and make it less attractive. The whole matter is tricky since we certainly don’t want to affect normal players with draconian measures or changes to the game. Therefore, the methods we choose must be carefully considered and many minds are involved.
This is an AI-powered translation. Some inaccuracies might exist.
The makers of the fantasy MMORPG The Elder Scrolls Online have postponed the launch of the console port by six months. We wonder what that could mean.
The six-month delay came as a surprise to most. While signs were increasing that Zenimax would not be able to meet the date for PS4 and Xbox One; such a drastic delay was still unexpected. Especially considering how important the console release is for the game. After all, 6 out of 7 Skyrims sold worldwide fit either into an Xbox 360 or a PS3. Had everything gone according to plan, the console versions would have been released in an atmosphere of hype surrounding the PC version.
The console titles could have settled in a ready-made nest of top reviews, word-of-mouth, and hype instead of in a world where Angry Joe throws dollar bills around as Cobra Commander.
It cannot be denied that The Elder Scrolls Online is not exactly a bed of roses after a month. The MMORPG launched with too many bugs, and too many failures in communication and support burden the title. Even the biggest fan must admit that TESO could have benefited from a few more months in development.
A console release six months after the launch of the PC version means that Zenimax not only has much more time at the drawing board to bring the game into top shape but also a fresh start in the minds of customers. However, for this purpose, the marketing machinery must also be restarted, which is associated with enormous costs.
On the other hand, one hopes that the title will present itself in a better form by Christmas than it is today. With the announced features and numerous bug fixes, Zenimax shows initiative and a vision. However, the delay was only announced late and has consumed a lot of goodwill among console players. But such wounds heal quickly – especially when some mad things have been going on until Christmas. With the offer to players to start on PC now and switch to console later, they also send a message of goodwill.
The worst-case scenario: Star Wars: The Old Republic
[quote_right]Free2Play?[/quote_right]
At the moment, wicked tongues claim that The Elder Scrolls Online is already on the verge of collapse, that the game will soon become “Free2Play” and that Zenimax wants to cash in on console players before it is too late.
This is an extremely negative assessment of the situation, which we do not share. While the game undoubtedly has problems, the “good” core of the game, the good substance, is visible. Also, “Star Wars: The Old Republic“, often cited as a title that started strong and crashed quickly, serves as a poor example. After all, SWTOR developed splendidly after a while, although by then a large mass of players had moved on to the next hype title.
The best-case scenario: Final Fantasy XIV: A Realm Reborn
In the best case, Zenimax takes the same difficult path as Square Enix. Their Final Fantasy title (a name that is at least as big as The Elder Scrolls in Asia) struggled at launch with enormous problems and disastrous test results. The atmosphere was terrible, so they took a hard (also unpopular) step, took the game offline, improved it and later resurrected it as “A Realm Reborn” – and that with resounding success.
Of course, no one at Zenimax is talking about taking the PC version offline. But continuing to develop the game for 6 more months, smoothing the rough edges, getting the balance right, and only then opening the gates of Tamriel for PS4 and Xbox One players could prove to be a clever move.
Of course, the whole thing would have a taste of “The PC players were the guinea pigs”, but in MMORPGs we are a little bit always that, aren’t we? Console players would probably have dealt with the growing pains of an MMORPG even less than MMO veterans on PC.
This is an AI-powered translation. Some inaccuracies might exist.
Are you also looking forward to the release of ArcheAge? If so, we have a great video tip for you: the (now 6th) weekly live stream “Exploring ArcheAge”, which focused on the traveling options of the MMO!
These are, of course, available in traditional forms, such as Recall and the opening of world portals. But if you prefer to explore the atmospheric and varied world of ArcheAge on your own, you can rely on means of transport like carriages, vehicles, gliders, small boats, and even impressive sailing ships.
If you have a lot of patience, you can mount the lovingly raised mount – sometimes even two at a time. But before you can saddle your steed, a big task lies ahead of you: raise it with your own hands! You can play with the cute lion cubs, elk calves, and foals, feed them, take them along on your exciting adventures… In short, just love them!
Of course, the mounts have their own attributes and can be equipped by you – but take good care of them, as the creatures around you can attack your loyal companions!
But what am I telling you – see for yourself! You can expect exciting 39 minutes:
Kargstein is the new adventure zone of The Elder Scrolls Online. In addition to more veteran ranks, it offers a completely new leveling area with its own NPCs, landscapes, and stories. However, the endgame is finally being implemented with the zone: the trials.
They are designed for 12 players and are meant to present a really tough challenge for groups. Additionally, they are made more difficult by the soul reservoir, which limits the number of revivals, and for those seeking even more challenge, they can also compete in a leaderboard with other groups.
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Unfortunately, the meeting with the producer and director Naoki Yoshida of Final Fantasy XIV: A Realm Reborn won’t be quite as cozy – but if you watch the next livestream for Patch 2.3 while drinking a coffee, it’s almost the same! You should definitely keep Saturday, May 24, 2014 at 11 AMGMT free if you want to learn more about the upcoming update and its contents firsthand.
The live broadcast will be divided into two parts. On one hand, there will be information on the following topics:
The 3rd part of the Zodiac Weapon quest line, which is set to be implemented with Patch 2.28 in FFXIV ARR
Primae Ramuh
The three new dungeons Shipbreaker Island, Tam-Tara’s Rest and Stoneskin Watch.
The ability to recycle items by breaking them down and receiving new items in return.
The mob hunt.
In the second part, you will be asked. If you have questions about designs of equipment items, monsters, hairstyles, and emotes, post them in the official forum of Final Fantasy XIV ARR and with a bit of luck, you might soon get a response from the lead designer Takeo Suzuki, who will take care of answering the submissions this time.
Even though the broadcast will be in Japanese, we hope for exclusive insights into the new content – it’s definitely worth a click! You can follow the whole thing on Youtube, Niconico, and Twitch. Meanwhile, you can actively participate in the discussion on Twitter under the hashtag #XIVLive. If you don’t have time on May 24, there will be a video recording available, where you can watch everything again at your leisure.
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The start of the Open Beta has given the SF MMORPG WildStar a significant boost in attention. The publisher NCSoft has high expectations for the title, which has seemed relatively quiet until now.
Google’s interest in WildStar has nearly tripled with the start of the Open Beta. Google Trends shows how much a term interests Google users. In the last 90 days, WildStar barely succeeded in generating attention, the so-called buzz.
April was entirely focused on The Elder Scrolls Online. However, from May 7 to 8, that changed rapidly. In Germany, the search term “WildStar” has surpassed the relatively constant competing titles “Guild Wars 2” and “Star Wars: The Old Republic“ In the three months prior, it was roughly at the level of Final Fantasy XIV, which may succeed in Japan, but is treated rather poorly in Germany.
Buzz War among the MMORPGs in Germany
The interest in WildStar comes with a diminishing buzz for The Elder Scrolls Online. In the last few days, WildStar has even managed to surpass the competitor that started with much buzz. Of course, these are not long-term trends. Especially at release or during key events of a title, interest spikes sharply, only to quickly fade again. For the long-term success of a title, it is important to establish itself at a high level.
Key Release for NCSoft
For the publisher of WildStar, NCSoft, the game is of strategically high importance. Besides Guild Wars 2, they primarily have Asian titles in their portfolio, which struggle in the Western market. Sales Manager Simon Cowley stated to the British online site mcvuk.com that the pre-sale figures and the beta feedback from WildStar provide grounds for optimism so far. For NCSoft, WildStar is the “key release,” the most important launch, in the summer. The MMORPG has the potential to become one of the few titles to truly take off on PC in 2014.
This is an AI-powered translation. Some inaccuracies might exist.
Several months ago, Blizzard made an offer to all pre-order customers of the next expansion Warlords of Draenor that many couldn’t refuse: Those who pre-order the expansion can boost one of their heroes to level 90. Many gladly accepted the offer.
Warlords of Draenor has already sold over 1 million copies. This makes WoD one of the most successful expansions in the Warcraft franchise so far, even as interest in the title has noticeably declined after 9 years. During the current content drought, 200,000 subscribers were lost.
Activision’s CEO Bobby Kotick described Warlords of Draenor in a presentation on the financial report of the software giant as “: (…) already one of the fastest selling expansions in the franchise’s history based on pre-sales”, thus one of the expansions in the entire Warcraft series that sold the fastest in pre-sales.
Blizzard’s Mike Morhaime added: “(…) that the incentive of being able to immediately boost one character to level 90 for those who do pre-purchase likely had a lot to do with driving sales.” From Blizzard’s perspective, the strategy with the free level 90 thus worked perfectly.
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[intense_testimony_text]Mein-mmo.de says:
Well, it is a bit disheartening when in-game things are so successfully used to influence the market in the “real world”. The idea of the free level 90 with the pre-order seems to have paid off for Blizzard more than well.
Evil thought: Those who try to exchange virtual money for real money as a player will be banned by Blizzard for it.
That there are hard marketing calculations behind decisions that have a direct impact on the virtual world and gaming experience has to be accepted. Nonetheless, we view “conveniences” or “special bonuses” in full-price titles with ongoing subscription costs with some skepticism. [/intense_testimony_text]
[intense_testimony_author image=”https://images.mein-mmo.de/magazin/medien/2014/01/Logo-022.png”][/intense_testimony_author]
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