Posted August 29, 2016
WildStar (F2P MMO)
Technically I didn't "win" so much as play through the PVE content to max level (50). There are still an array of dungeons, solo dungeons, raids, and level 50 zones. But I did what I set out to do.
I'd played and enjoyed the beta of this game, but buying full price out of the box and paying the sub was never going to be in the cards, both for lack of budget and lack of time when the game launched. So I was glad F2P gave me a chance to mess around with it.
The Good:
Fair amount of PVE content
Good F2P model, from a player perspective in that nothing you need is behind a paywall
Enough quests that you don't really have to do any model
Challenges add a nice bit of surprise and variety at times
Pretty helpful community
Combat is above-average
Game "classes" (typical warrior/rogue/caster) have pretty wide build flexibility for playstyle/preference, and of the 4 classes I spent any serious time with I quite liked 3.
In addition to class you can pick a "path" that gives you extra things to do in each zone
Explorer path is fun for those who like to explore every zone (frustrating for those who don't I imagine), settler is pretty creative, and the combat path is quick and easy XP.
The meh:
A lot of the quests are pretty forgettable.
There's a lot of lore, but it's easily ignored - and if you do ignore it, the world feels a bit flat
The most fun path is explorer (imo) but it has the least useful path bonuses for anything other than exploring, and it can suck up a lot of time. Still, some of the explorer tasks feel more rewarding to solve/complete than actually questing/combating.
Dungeons don't hold your hand, even at low level. Which is great if you and everyone in the party know the fights and what they're doing; hard if not. Especially compared to "that other" MMO. Though the community as a whole seems pretty patient.
Crafting
The bad:
Game security makes you go through several extra steps to login if you try to login from a new IP. Which is great unless you're an F2P account and don't care about security and your internet provider uses dynamic IP assignments.
A lot of the quests are forgettable
Player base, at least on U.S. server (yes, only one U.S. server) seems pretty small. While the F2P is great from a player perspective, I'm very curious if they're breaking even on this thing at this point. I'd be personally hesitant to sink money into it even if I had any money and wanted to.
"Scientist" path was pretty frustrating.
On the whole, for a game I put 100 hours into, I'm left feeling both satisfied and ambivalent. I could easily spent another 100 hours with alts, and crafting, and max-level content, etc., but I'm not sure how much I want to. There's so much more content than the last game I put 100 hours into (GemCraft) it's also not quite as tight and ultimately not as consistently fun either.
I guess I give it a 'B'. But I also kinda suspect the world of Nexus is not long for this world.
Technically I didn't "win" so much as play through the PVE content to max level (50). There are still an array of dungeons, solo dungeons, raids, and level 50 zones. But I did what I set out to do.
I'd played and enjoyed the beta of this game, but buying full price out of the box and paying the sub was never going to be in the cards, both for lack of budget and lack of time when the game launched. So I was glad F2P gave me a chance to mess around with it.
The Good:
Fair amount of PVE content
Good F2P model, from a player perspective in that nothing you need is behind a paywall
Enough quests that you don't really have to do any model
Challenges add a nice bit of surprise and variety at times
Pretty helpful community
Combat is above-average
Game "classes" (typical warrior/rogue/caster) have pretty wide build flexibility for playstyle/preference, and of the 4 classes I spent any serious time with I quite liked 3.
In addition to class you can pick a "path" that gives you extra things to do in each zone
Explorer path is fun for those who like to explore every zone (frustrating for those who don't I imagine), settler is pretty creative, and the combat path is quick and easy XP.
The meh:
A lot of the quests are pretty forgettable.
There's a lot of lore, but it's easily ignored - and if you do ignore it, the world feels a bit flat
The most fun path is explorer (imo) but it has the least useful path bonuses for anything other than exploring, and it can suck up a lot of time. Still, some of the explorer tasks feel more rewarding to solve/complete than actually questing/combating.
Dungeons don't hold your hand, even at low level. Which is great if you and everyone in the party know the fights and what they're doing; hard if not. Especially compared to "that other" MMO. Though the community as a whole seems pretty patient.
Crafting
The bad:
Game security makes you go through several extra steps to login if you try to login from a new IP. Which is great unless you're an F2P account and don't care about security and your internet provider uses dynamic IP assignments.
A lot of the quests are forgettable
Player base, at least on U.S. server (yes, only one U.S. server) seems pretty small. While the F2P is great from a player perspective, I'm very curious if they're breaking even on this thing at this point. I'd be personally hesitant to sink money into it even if I had any money and wanted to.
"Scientist" path was pretty frustrating.
On the whole, for a game I put 100 hours into, I'm left feeling both satisfied and ambivalent. I could easily spent another 100 hours with alts, and crafting, and max-level content, etc., but I'm not sure how much I want to. There's so much more content than the last game I put 100 hours into (GemCraft) it's also not quite as tight and ultimately not as consistently fun either.
I guess I give it a 'B'. But I also kinda suspect the world of Nexus is not long for this world.