What happened to Wildstar

I never played it, but had a friend tell me how they miss it and I didn’t even have any inkling to play. What was so good and why did it die?

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It died because it was too hardcore, from what I heard.

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Eh. It wasn’t really a “finished” game. Buggy, bad performance issues, bad PvP class balance, lack of content for features people wanted to do, lots of bad features people didn’t want to do, etc.

It had a good core combat loop, a fun setting, and good hardcore raids, and that’s basically it.

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Housing.

It had the most awesome housing system.

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They took players advice.

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What happens when you get a game by the elites, and for the elites? Now you know the answer.

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i just remember i feel behined on leveling and when i came back a month later the game was a ghost town

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They only marketed toward “hardcore” players, making it have no casual player base to keep it afloat

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It was a game with so much potential, but it was just very poorly thought out. The housing system was one of the best ever created, and the ‘active’ combat system felt good.

  • Attunement was convoluted and long, and if you fell behind you weren’t getting it done
  • There was limited stuff for ‘casual’ players to do, and again if you fell behind because you didn’t spend 10 hours a day playing you were out of luck
  • It was extremely difficult to find groups for dungeons while levelling
  • Dungeons were challenging and required strong group coordination (like multiple interrupts within 5s)
  • Things like interrupts weren’t baseline, so if you took the wrong spells to an instance you were going to fail
  • Limited QOL, because it was designed to be like Vanilla WoW.
  • The devs were elitists and blatantly said that they had no interest in casuals. Sure enough, players quit and suddenly there weren’t enough people to maintain the game
  • From memory it was sold to a somewhat dodgy company who had their own ideas and treated it more like a cash-grab mobile game than a longterm MMO
  • No one was really sure who the intended audience was, as it was very cartoony and had a lot of silly humour aimed at a younger audience
  • ‘Active’ directional healing felt really bad, which made healers scarce

As said above, it was a game that had so much potential but it was just run into the ground and the devs etc couldn’t be bothered to try to fix it.

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They listened to the players.

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This is ultimately why it died. It was not a finished product and it showed, hard.

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Stupid stuff like this is exactly why I quit ArcheAge early.

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if ur bored

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So much this. ^

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Bugs.
Balance Issues.
New Servers.
Hardcore marketing.
PvP was lackluster.
Housing was nice, but not enough to save the game.

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This right here. :point_up:

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ArcheAge beta was entirely different from live. And it was sooooo much better in beta.

They took all of our feedback from beta, ignored it, then went silent for a while and suddenly the game was released and it looked and played nothing like beta. It was absolutely flabbergasting.

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I liked the world and the ideas they had but the combat could get buggy when it was good it was good but it was a high learning curve and I think when you come from WoW you are used to a certain type of combat. As a casual I prefer WoW but I joined wildstar in beta and was really hyped for it. I had a cute little Aurin spellslinger

It just needed more.
More content fewer bugs and optimization, the world was stunning but it could bog you down too.

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Google is a great idea, especially since this is a World of Warcraft forum. There is even a forum available for information and discussion on other games.

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One of the key selling points of WildStar was the return of 40-man raiding*, but the game engine was horribly optimized for large groups. Just hanging out in one of the capital cities would turn the game into a slideshow, and I had a pretty decent computer for the time.

*At launch there was a 20-man raid (Genetic Archives) and a 40-man raid (Datascape). Datascape was later changed to a 20-man raid due to lack of participation.

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