For WildStar, this summer is the time to adapt to the new free-to-play model of the sci-fi title. The first steps have already been taken, but a multitude of changes are yet to come for the players.
Simplifying the character attributes is one of the most important steps the developers want to address. Instead of abstract (but very creative) names like “Moxie” and “Finesse”, there will be a reduction to clear names such as “Attack Power” and “Support Power”. This should make it immediately clear to every player: Attack Power increases damage, Support Power improves healing.
At the same time, it should be ensured that the system does not lose depth, allowing players to set different priorities. Essentially, the system is based on the following thought: Nothing changes for veterans, but newcomers should easily understand what is useful and what is not.
A favorable wind already recognizable
Since the announcement of the free-to-play model, WildStar has experienced a slight uptick. Over 100,000 users have registered for the beta of the F2P version alone, and the number of active subscriptions has also increased. Specific numbers are of course not disclosed, as that would only lead to unpleasant comparisons with other genre giants, and as we know, WildStar can only lose in that regard.
Further hopes are placed on the Chinese market, as WildStar is soon to celebrate its release there, and the fanbase is steadily growing.
New content, better old content
But even outside of the pure transition, work is being diligently done on new content. PvP enthusiasts can expect a new, crazy arena where battles will take place on multiple levels at the same time. Those who love group content can also breathe easier, as it will be possible to reach the maximum level in WildStar exclusively through group activities like instances, adventures, and ship missions. Rumor has it there will even be a new raid in the not too distant future, but no concrete information is available yet.
In-game shop: What will it offer?
Of course, the transition to a free-to-play model also involves certain compromises. “Compromises” is particularly apt, as these things usually end up in an in-game shop. Although no concrete plans have been presented by Carbine yet, one can imagine many things: Special pets and mounts are a given, as well as unique costumes that allow the paying player to stand out from the crowd and sparkle just a little more than the rest of the player base for a few euros.
At WildStar, several other things would fit well: In addition to exclusive housing items and special colors for dyeing armors, the popular “boosters” will likely also find their way into the game. Because if players are willing to pay for something, it’s for the ability to plow through leveling areas faster to equip the 1236th twink in instances.
Change is always good – or?
One fact is that WildStar is definitely evolving further away from what it once was. At the beginning, leveling was challenging, and some quests only ended after several deaths (at least as an Esper). Instances were demanding and extremely difficult, the often desired “hardcore” feeling was palpable – and often overwhelming.
In the meantime, WildStar is noticeably more beginner-friendly, the gradations of the various difficulty levels are becoming increasingly blurred, allowing a larger group of players to eventually experience all available content. Is this a good change? I don’t know. Will the change help the game attract new players? Definitely. My fundamental opinion about WildStar has changed little so far. It is good at what it does. It has fun elements, especially the housing in this extent is an absolute enhancement of the MMORPG experience. At least the roleplayer’s heart jumps for joy almost out of the chest.
The “path to free-to-play” will bring changes. Not all of them will be good, but not all will be bad either. And with this great wisdom of the day, I will now let you go.



