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zaj zei:de essentie van vanilla = verouderd en wow is in positieve zin daar van weg geëvolueerd. niemand ouder dan 13 jaar grind graag hele avonden. een game moet ontspanning zijn en geen tweede job.
die grinds zijn timesinks om mensen langer te doen spelen. in wow is er genoeg content dat dat al lang niet meer nodig is . en als je de hardcore dude wilt uithanken in wow is er nog altijd arena/heroic raids om uw echte skills te tonen of van die zotte rep grinds net zoals in WS om te tonen hoeveel tijd je hebt en uzelf wijs te maken dat je iets bereikt hebt .

sjnorre zei:Gisteren even niet aan het opletten en weer de hele raid gewiped :+ , zorgde wel voor een leuk filmpje:


ad:Technologically speaking, servers are dead. During yesterday’s livestreamed Nexus Report, Carbine Studios confirmed that existing realms will be thrown out and replaced with four giant megaservers – two for each region. The idea is that it will concentrate players together in the open world, improve the in-game economy and make group content easier to find.
It’s certainly a compelling proposition. To get around any player name clashes, every character will have a mandatory surname, and will be flagged for mandatory rename when the changes go live. All guilds, circles and social lists will also be transferred to the new megaservers. And if you can’t wait for that high-population experience, Carbine has dropped the charge for server transfers.
But is it enough to fix WildStar’s population woes? In this week’s column, I’ll be taking a closer look at some of the other major issues affecting the action combat MMO, and what Carbine can do to ensure this is their most successful patch yet.

I quit Wildstar a couple of months ago, despite really loving the game. I had a blast questing, PVPing, and crafting my way to level 50.
Once I got there, though, it was time to start the attunement process for raiding. I'm no stranger to attunements, and a lot of MMOs have done them over the years. This one was particularly lengthy, but my friends and I went at it with excitement. Killed a world boss, ground rep for a couple of weeks, started working on silver medals in veteran adventures...
That was where it really slowed down. It didn't help that, at the time, anything less than gold meant shit rewards, so everyone would bail on a group as soon as gold went out the window. It made it incredibly difficult to learn the adventures to get gold, much less finish with a silver. But either way, we powered through it over a few weeks, eventually collecting every gear drop we needed and all of our silver medals.
When we moved on to veteran dungeons, we felt no more geared than when we attempted them prior to gearing out from adventures. There was no noticeable increase in our power. It was frustrating, certainly not a cakewalk. During development, as Carbine repeatedly talked about how hardcore the endgame was, I was excited. I've done a lot of MMO raiding. From the Planes of Fear and Hate back in EQ1, to heroic mode ICC in WoW (my raid team earned the Bane of the Fallen King title and our Bloodbathed Frostbrood). I was looking forward to the challenge that Wildstar promised.
Unfortunately, as I spent hours each night working on these adventures and dungeons, I began to realize that perhaps "hardcore" just isn't for me anymore. The huge time commitment that Wildstar was asking for not only to raid, but to just get attuned to raid, was simply more than I was willing to fork over.
I had to admit to myself that my priorities had changed. I'm a father now, I'm juggling a lot of different big comic projects. As much as I looked back fondly on my raiding days, right now it's unrealistic for me to dump 3-4 hours a night into an MMO. I didn't begrudge Wildstar it's hardcore endgame, but I did have to accept that, at least right now, I'm not the player for it anymore.
My friends felt the same way, and so we drifted away from Wildstar, and then quit altogether.
Apparently, we weren't alone. According to a recent report, Wildstar's analytics show that most players aren't engaging with the time-consuming end-game, with most player sessions lasting from between 15-30 minutes. As a result, Carbine is now refocusing their efforts on more story-driven solo content at endgame, as opposed to their massive, timesink hardcore raids.
EternalSilence zei:Dit is de reden.
Het zijn meestal de oudere mensen die vroeger in hun studententijd vol op WoW speelden en vele uren staken in de WoW raids heriocs. Die vroegen/wilden dat wildstar hardcore zou worden. Dat al die casuals eens niet hetzelfde zouden kunnen bereiekn als hen. Dan spelen ze wildstar. Krijgen ze 'hardcore' (lees: 1 grote timesink, want dat was hardcore raids in WoW ook) voorgeschoteld en beseffen ze dat ze eigenlijk de tijd niet meer hebben om iedere dan 4-5u van hun tijd in een spel te steken.
Met het gevolg dat Wildstar, ongeacht van dat het een goede mmorpg is, door hun te sterke/lange raids geen genoeg volk meer aantrekt.
Kriminal zei:Ocarina of time was zo awesome als de commodore voor men vader ;-)
