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  • WildStar's Stephan Frost calls it quits

    by 
    Justin Olivetti
    Justin Olivetti
    09.30.2014

    In a new WildStar Nexus Report livestream, Design Producer Stephan Frost stunned listeners by announcing that he would be leaving Carbine Studios. "It really pains me to say this, but this will be my last show and my last week at Carbine," he said on the show. "I'm off to a new adventure; I got an offer that I couldn't turn down and so I'm going to take it. This is super-hard for me. This is one of my proudest achievements. A lot of my heart and soul is in this game." Frost assured fans that it had nothing to do with the game and the community, and he promised that he would still be playing WildStar even after his departure.

  • WildStar settles on megaserver names

    by 
    Justin Olivetti
    Justin Olivetti
    09.29.2014

    Players have cast their votes for the new megaservers coming to WildStar, and the decisions have been reached. In North America, the PvE server will be Entity and the PvP server will be Warhound. European players will soon be hanging out on Jabbit (PvE) and Luminai (PvP). WildStar previously announced that it would be merging all current servers onto these four megaservers to facilitate increased population density and player interaction (and, presumably, to clean up the desolated servers). Until megaservers are instituted, players may transfer to other servers for free within their region.

  • WildStar adopts quarterly update cadence: 'No more drops before their time'

    by 
    Bree Royce
    Bree Royce
    09.25.2014

    WildStar Product Director Mike Donatelli has penned a new state of the game post to address concerns about the themepark in the wake of Jeremy Gaffney's resignation as Carbine President and the announcement of server merges in the form of megaservers. Donatelli says that WildStar will now function under a quarterly cadence for major updates. In August, he told players that the team was adopting a "when it's done" approach to drops instead of its originally planned monthly cadence. "If it's not ready, we'll hold it until it is," he reiterates today, citing quality as his motivator. "This doesn't mean we won't have other activities available to experience on a more regular basis; we're just taking the necessary time to get the major drops right." The next drop, scheduled for November, will include both solo and world story content. He also promises improved elder game itemization, disincentives for toxic PvP behavior, attunement adjustments, and a new training dungeon to prepare players for WildStar's controversial raid content. "I want to stress that we're not nerfing raids," he writes. "We're just giving you the tools to succeed when tackling them."

  • WildStar puts megaserver names up for a vote

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.23.2014

    Do you have strong feelings about the name of your server? Then you'll want to make sure to get involved with the poll for WildStar players that's running until September 24th at 12:30 p.m. EDT. While the megaserver system has not yet been rolled out, the team is nearly ready and is looking for feedback on just what to call the new PvE and PvP servers for each region. Both server types have five names to choose from. Currently, the North American vote is leaning toward Entity for the PvE server and Deadeye for the PvP server, but there's still enough time for players to change that trajectory. If you don't care about your server name, it's nothing to worry about, but if it matters a lot, jump on over and share your feelings.

  • The Nexus Telegraph: How to fix WildStar

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.22.2014

    It's been a quiet couple of weeks for WildStar, which could be taken as indicating the team is making major changes, or it could just be pre-patch preparations that are taking half of forever. It'd look the same either way. We know the next patch is coming, and we have some idea of what it's going to contain, but we still haven't gotten anything resembling a release date. Still, leaving aside the obvious shift in patch schedules, I'd like to think this is the start of a paradigm shift for the game's development as a whole. This ties into the last column's topic quite well. The game has issues at the moment; it's not hitting the notes or player numbers it wants. What can actually be done to address this? How can the game draw players back and keep them engaged, especially when it's in need of some pretty serious server consolidation so early in its life?

  • Like WildStar music? There's a concert for that

    by 
    Bree Royce
    Bree Royce
    09.18.2014

    If you happen to be in Poland on September 26th, make sure to grab tickets for the GameOn multimedia show, the first part of which will feature selections from the scores of popular video games, including MMOs like WildStar. Composer Jeff Kurtenacker blogged that he is "absolutely honored to announce that the GameOn concert in Krakow, Poland, will be premiering a new arrangement of Our Perception of Beauty (Drusera's Theme), which [he] composed for the MMO WildStar by Carbine Studios." According to Kurtenacker, this concert will mark "first time WildStar music will be played in a concert setting"; he also notes that flutist Sara Andon, spotlighted throughout the WildStar score, will again perform at the concert. Music from World of Warcraft, League of Legends, and other games will also be featured. Kurtenacker spoke to Massively's resident Jukebox Hero last year about his work on WildStar. He has since released several exclusive and free music tracks for players.

  • WildStar's housing gets huge with Drop 3

    by 
    Justin Olivetti
    Justin Olivetti
    09.17.2014

    Housing fanatics (including those eternal level 14s) in WildStar have great reason to cheer for the upcoming Drop 3. Carbine Studios is giving a ton of love to the player housing system, including a huge expansion of how many items can be placed. In yesterday's Nexus Report, the team answered many housing questions and outlined some of the big changes coming with Drop 3. When it hits, players will be able to place up to 1,000 decor items both indoors and outdoors, which is an increase from the current 300 exterior and 800 interior limits. Other improvements include musical selection, more lights, separate sharing privileges for gardens, and a blank housing choice. The team has also been discussing new base terrains and the ability to move FABkits around. We've got the full video for you after the break, so chow down! [Thanks to Greg for the tip!]

  • One Shots: Avian servitude

    by 
    Justin Olivetti
    Justin Olivetti
    09.14.2014

    Birds? I don't hate them, but I don't trust them either. Anything that can travel passportless with impunity is something to be wary of, especially if it has access to flight without clearing it with the FAA. And ever since the bird flu scare, I'm quite sure that our feathered "friends" are out to eradicate our entire race. That said, I'm happy for reader Bill because he's finally putting birds where they belong: under us in full service of their land-masters. "Luck has found me again on RIFT patch day when this 'Lovely Budgie" popped out of a box. I can't help but think there is evil hidden beneath pink feathers and those big black eyes!" Bill wrote. Oh, but there is evil, Bill. No doubt about it. Hopefully the rest of this week's player-submitted screenshots will not reek of foul intent the way that this cute birdie does.

  • WildStar trims back attunement requirements

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.11.2014

    If you're still slamming your head against the wall of WildStar's raid attunement, the game's most recent small patch will make your life a bit easier. The medal requirements for Veteran dungeons have been lowered to only Bronze, achieved simply by clearing the dungeons. Players will also be required to kill only 12 out of 18 bosses to complete a step of the chain, with progress applied retroactively via achievements where applicable. It won't strip away the overall length and complexity of the process, but it will make it a bit less onerous. This patch also improves the process of acquiring new AMP and Ability Tier points, adding them to PvP vendors, including them in Path progression, and upping their world drop rates. Aside from a handful of bugfixes and balance changes, the patch doesn't contain any new content, but it should give players trying to get into content a little more incentive to keep moving.

  • The Nexus Telegraph: WildStar ain't doing so good

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.08.2014

    If you somehow missed it, last week the WildStar team announced that the game will be squishing into megaservers to help bolster populations. What the hell happened? Contrary to what the developers would like you to believe, this is not good news. It's especially bad news if you're part of the roleplaying community, as you're about to get shoved into a server configuration that's almost specifically designed to prevent you from roleplaying outside of a handful of shared plots, but it's bad news for everyone. And it's bad news for the game when server merges are a reasonable reaction after less than three full months of operation. We all know that the game launched to good reviews, and it's far too early to say, "Well, it failed." At the same time, this is not a sign of a robust and vibrant future. This is the first stage of an organized retreat, and it doesn't inspire confidence. So what, exactly, took place that brought the game from the high of its launch to server mergers today?

  • WildStar announces megaservers

    by 
    Justin Olivetti
    Justin Olivetti
    09.02.2014

    WildStar will be cleaning up its server list and condensing populations in the future, as Carbine Studios announced today that it will be implementing megaservers for the game. The team did caution that it "still some ways away" from the change but wanted to get the news out now. "Going the megaserver route means that we vastly increase server capacity allowing for greater critical mass of our player base, resulting in more people, more groups, more activity and more raids... more of everything that makes WildStar so fun," the team posted. The new megaservers will eliminate the old rulesets and replace them with one PvP and one PvE server per region (North America and Europe). The region lock will still apply, however. The team will also be putting specific chat channels (such as roleplay or French) to offset this elimination of old rulesets. All players will be getting an increased number of character slots to 12 when the megaservers go live, and Carbine will be adding last names to avoid name conflicts. In the meantime, Carbine is allowing for free realm transfers for everyone.

  • PAX Prime 2014: The mystery behind WildStar's Nexus

    by 
    Justin Olivetti
    Justin Olivetti
    08.31.2014

    Nexus is a giant ball of mysteries at its core, but WildStar doesn't want to drag out solving them. In the upcoming Defile drop, the team is prepared to address some of the biggest questions of Drusara and the Elden as players delve into the mystery of Genesis Prime. I sat down with Carbine's Stephen Frost at PAX Prime to pry out a few secrets in advance of the patch's release. Defile is a massive patch compared to the game's first two releases, piling on a ton of solo, small-group, and large-group PvE content for players to face and conquer. A new zone will open up, one that's a key battleground between the Strain and Drusara, and things have gotten all sorts of weird there as a result of the clash. There are sentient spiders who have kidnapped faction leaders, a black focus that is malfunctioning, and a five-stage public event that includes bombing runs and a 20-man boss fight.

  • WildStar's Jeremy Gaffney steps down as president of Carbine Studios

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.27.2014

    Jeremy Gaffney, President of Carbine Studios, has announced via the WildStar forums that he will be stepping down from his current role as president of the studio. He's staying on in a consulting and advisory role, but he'll no longer be steering the operation. Why the change? According to Gaffney's post, part of it is a result of both losing several family members to cancer last year and having to receive treatment for skin cancer himself. He's recovering without incident, but he put off the treatment for nine months to keep working through launch. Meanwhile, he also wants to allow the studio's creative team to keep working on improving the game rather than simply listening to his creative vision, something which is more easily accomplished if he steps away from an active role. Gaffney concludes his letter by thanking the fans as well as the studio for making a game that he's proud to have been a part of. [Thanks to Pete for the tip!]

  • WildStar to make character upgrades easier

    by 
    Justin Olivetti
    Justin Olivetti
    08.26.2014

    The WildStar devs claim that they are listening to players' concerns over the infrequency of AMP upgrades and ability tier unlocks, which is why the team is planning to roll out several improvements to these drop rates in an upcoming patch. "For the uninitiated, players earn AMP power points and ability tier unlocks naturally through leveling up in WildStar," the team posted. "Special items can be found throughout the game however that further boost your character's AMP points and ability tier unlocks. These items, based on our data and from feedback from players, simply do not drop enough." Players will see a drop rate increase from level 50 creatures and PvP victory bags. On top of those, the team is putting in one-shot items from endgame reputation vendors, the prestige vendor, gold medal veteran dungeon rewards, and at path levels 15 and 30.

  • Carbine Studios planning to address WildStar server issues

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2014

    Does your server in WildStar feel just a bit empty lately? Of course it does; there are always population issues in a game after the initial subscription rush, and players trying to gear up for the game's larger raids have been feeling the pinch. There's good news, however, as the developers are apparently looking into solutions. Design Producer Stephen Frost replied to fans on Twitter earlier today stating that the team is working on some new technology to help alleviate the issue of population. Whether this means a more open server structure, guesting on other servers, or something else altogether remains to be seen, but it's at least comfort for players stuck in something of a ghost town.

  • The Nexus Telegraph: Habits that WildStar should keep

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2014

    Last time around in this column, I talked about the stuff that WildStar desperately needs to get out of its system, and quickly. I'm pleased with it. With the scaling-back of the update pace and some changes that I expect to be coming, I'm hopeful on that front. (Incidentally, if someone has a link to an actual promise of monthly updates from Carbine Studios, pass that along, since I don't think anyone ever actually promised it so much as just wound up doing it.) So why am I still playing the game? Because it's got a lot to recommend it despite those failings. These are not bad habits that the game needs to kick but things that the development team should arguably double down on. They're arguably the best parts about the game and certain what makes it stand out the most. So in direct counterpoint to last week's article, here are the things that WildStar should keep doing.

  • WildStar elaborates on change to update cadence

    by 
    Justin Olivetti
    Justin Olivetti
    08.23.2014

    Today, Carbine Studios posted a follow-up to the breaking news that WildStar would be dropping its monthly update pace for more of a "when it's done" approach. Product Director Mike Donatelli elaborated on the decision: The plan was to roll out a zone next month, and a pretty badass one at that. The new zone and its contents not only sets up the epic ongoing world story of WildStar, but provides more group and solo content along with costumes, items, etc. What we hadn't planned for was the mountain of feedback. You guys have been vocal about everything from bugs, early level content, attunement, PvP, and Elder Game. And we were listening. Because of that, we decided to make a change. We are adding a month's worth of feedback and bugfixes to the mix based on player feedback and user experiences. These are changes to core systems such as economy, classes, PvP, crafting -- you name it. We're knocking out bugs and making changes to improve your gameplay experience. We want to roll these issues into the patch with the new zone content and that's going to take some more time. How much time you ask? That's an excellent question! We're going to take the time to make sure that this next patch is not only badass but bug free. I'll update you again shortly with the list of details on what's being addressed in the game and the timeframe.

  • Gamescom 2014: WildStar abandons monthly update pace

    by 
    Justin Olivetti
    Justin Olivetti
    08.21.2014

    Yet another MMO has fallen into the trap of promising monthly updates after launch only to realize that it's not as feasible as once thought. A mere two content updates into the live game, WildStar announced that it will be abandoning its monthly pace in favor of major drops every few months. At Gamescom, Senior Game Designer Megan Starks fessed up to the change of release cadence: "Originally our idea was to have a really aggressive post-launch schedule, just constantly provide stuff for our players so that there's always things for you to do. Now that we've put out two of our updates, our schedule is still planned out. [...] We decided to work on [the upcoming patch Defile] until it's a really good quality state. We do know that we want it to come out in the next few months. Instead of saying that we have this hard deadline, that it's going out no matter what, we're going to take the time to make sure that the quality is there." When asked if this is going to be the case for updates in the future, Starks said, "Yes."

  • Carbine Studios explains WildStar housing prices for music

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.20.2014

    If you'd like to change the music on your housing plot in WildStar, you'll be able to do so with the next major update. But it's going to cost you a pretty penny. Players have been a little upset about this for understandable reason, so Social Systems Lead Victoria Dollbaum took to the forums to explain why the prices for this feature -- as well as wallpaper options, atmosphere, and similar points -- were being set so high. Dollbaum explains that rather than simple changes, these purchases unlock the feature forever, rather than incurring another cost each time you decide to change. While the current system is less expensive, it also requires you to buy changes to wallpaper, sky, and so forth every time you change; with the new system, once you've bought it once, you'll never have to do so again. It doesn't fully ameliorate the issue, but understanding the reason might make it a bit more palatable.

  • Gamescom 2014: WildStar reveals new dungeons and raid tweaks

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.15.2014

    WildStar is on the ground at Gamescom 2014, and it's got something new for players to explore. Specifically, it's got the game's newest dungeons. The Protostar Academy and the Ultimate Protogames are intended for level 10 and level 50, respectively; the former is meant to help introduce players to mechanics found throughout group content, whilst the latter will provide a new top-level experience with heretofore unseen mechanics and content. And, of course, plenty of bosses that tested very well in marketing, because this is Protostar we're talking about. You can see the dungeon in action on this archived Twitch stream, starting at 4:45:00. But what about players looking into getting into the raiding scene? Will this help bridge the gap? According to the latest dispatch from the developers via the Nexus Report, while there are no content nerfs incoming, attunement processes are being eased. Silver medal requirements are being lowered to bronze, rune slots are being added as definite additions to both crafted and dungeon gear, and attunement item requirements are being tuned down as well to make life just a little bit easier. [Thanks to Syphaed for the tip!]