settler

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  • The Nexus Telegraph: WildStar forges a path

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.27.2013

    The latest news out of WildStar's new previews isn't going to quiet people who dislike the concept of the game's path system, nor will it stanch the flow of complaints about the game's art style. Those of us simply waiting at attention, however, found ourselves rewarded this week with a wealth of new information, not to mention the best look we've yet seen at how the paths will work together in action instead of concept. And that's only the tip of the iceberg; Jeremy Gaffney has said so many things that merit unpacking that it's almost impossible to swallow some of the implications. There is, in fact, far too much to unpack in a single week. So I'm going to look at paths and start figuring out everything else next week. I may also gush about the Mechari at some point. It's like GLaDOS, Hal, and Starscream had a kid.

  • WildStar's Jeremy Gaffney on the Settler path

    by 
    Gavin Townsley
    Gavin Townsley
    05.22.2013

    In a world full of potential and chaos, WildStar's factions will succeed on the planet Nexus on the backs of the Settlers. The Settlers don't just build bonfires for sappy Explorers to sing around; these titans of construction will save you time in dungeons, establish bigger outposts, and open up new realms of quests for everyone. At a recent media event, Carbine Studios executive producer Jeremy Gaffney was only too happy to explain how the Settler path opens up the world, intersects with housing, and even plays a part in PvP.

  • Massively surveys WildStar's Scientist and Settler paths, the Esper class, and the crazy things Jeremy Gaffney says

    by 
    Bree Royce
    Bree Royce
    05.22.2013

    So who wants to hear some cool stuff about WildStar? Thought so! Massively's Gavin Townsley recently attended a WildStar media event in San Francisco, at which he was treated to a hands-on look at the upcoming sci-fantasy MMORPG's Scientist path and Esper class. He also chatted with Carbine Studios executive producer Jeremy Gaffney, who pulls a Gaffney (I'm coining that) and can't resist leaking a bit of new info about tradeskills while filling Gavin in on how endgame will work, why we should play the Settler path, and whether talent trees are passé. If you think making 10 pairs of cotton space pants sounds boring, then yeah -- you're going to like what he's got to say. Enjoy all three articles plus the brand-new path videos we've embedded past the cut! Hands-on with WildStar's Scientist path and Esper class There is something exciting about taking your first steps into the mysteries of a new planet. I was anxious to mingle with the locals, analyze artifacts, and even pick a few plants -- that is, until I saw a flower burst from the ground as a giant vine-like beast. WildStar's Jeremy Gaffney on the Settler path WildStar's Settlers don't just build bonfires for sappy Explorers to sing around; these titans of construction will save you time in dungeons, establish bigger outposts, and open up new realms of quests for everyone. WildStar's Jeremy Gaffney on progression, tradeskills, and endgame Jeremy Gaffney divulges the beautiful details on essential parts of the game: character progression, tradeskills that don't suck, and life in the elder game.

  • The Nexus Telegraph: Walking the WildStar path

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.01.2013

    If you look at the path system in WildStar the right way, it's a pretty limiting system. After all, if path content makes up 25% of your content in any given zone, it stands to reason that there are three paths worth of content you'll never see on any given character. Any zone in the game is made up of 43% stuff you don't get to explore. For those of us who are fond of alts, this is not exactly a drawback. The idea that a zone I've done three times before can still hold new secrets on the fourth playthrough is endlessly appealing. But it can also feel very limiting from the right perspective simply because it does build in some hard limitations. You will never be able to completely clear an area out on one character. If you only want to play one character, you're just out of luck. At the same time, I think this system will grow to be one of WildStar's strengths. So even if you want to just play one character and you wind up playing a single path, there are reasons to be happy about the way that paths work.

  • PAX 2011: WildStar panel discusses playing with paths the Bartle way

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.27.2011

    Before Gamescom, WildStar was nothing more than a title without a hint of what the game would actually promise. But now that the game is being shown off, the combination of a unique aesthetic with a promise of uniquely focal gameplay has gotten a lot of people interested. The visuals, of course, have already been well-displayed by the trailers and preview shots, so this year's panel at PAX 2011 focused instead on the other half of the equation: the paths. The panel began with a brief viewing of the game's cinematic trailer to kick things off, followed by an explanation of the game's core design philosophy. As the team from Carbine Studios (Jeremy Gaffney, Eric DeMilt, and Mike Donatelli) put it, most games are built with a basic set of design assumptions that push players in a fixed direction determined by the designers. WildStar was built from the ground up to let players enjoy the game when they want to, with whomever they want, and most importantly however they want. The paths are the key to that system -- multiple overlaid playstyles that ensure you have your own play experience no matter what class or race you pick.