Posted Thu, Feb 20, 2014 by Lewis B
Last night Carbine took part in an “Adventure Ask Me Anything” over on the WildStar Reddit. To save you the trouble, I’ve produced a transcript below.
Tamoketh: Will there be any way to know what Adventure paths were done before?
For example: Using the example given in the Flick, if I pick the Mechari head, would that be marked anywhere so that next time I run this Adventure I'd be able to check which choices I haven't made and explore those this time around?
Carbine: Weird, this wasn't the top answer by the time we left the AMA...sorry for missing it!
I just spoke with the team. While there isn't any native support for this in-game, the "Vote UI" is coded in Lua, so it is entirely possible that someone in the community could create an addon that does exactly that.
(If anyone in beta wants to make this right now, GO FOR IT!)
Sebastiansly: Good Afternoon,
You briefly mentioned something about a MOBA-style adventure. Many of us have played DotA, HoN, LoL, and DotA 2 etc. and enjoy the genre when not playing MMOs. Can you give us additional details on this adventure format? Is it currently only 5 vs AI? Are there any plans to implement a MOBA style PvP battle ground as well? That would be epic.
Carbine: We also have a number of MOBA fans here at Carbine. The adventure you're referencing is called War of the Wilds, and its been a popular favorite throughout the beta. It's strictly about 5 players facing down 5 AI champions, but the question of whether we might make a PvP version has come up a lot, both in the beta and within Carbine.
Hey, if enough players say they want it, who knows what could happen... :)
Larsoria: Do you have any plans to dissuade players from doing the adventure the same way because its faster ?
Carbine: We've put a lot of thought into preventing players from finding a fastest or easiest path through a given adventure and never deviating from it. The main reason not to do that is teh phat lootz. Each route or approach to a given adventure awards different loot as you face different bosses and conquer different content. You'll definitely gear up faster if you try different approaches each time.
Promethia: So the bosses in adventures have their own loot tables?
Carbine: In beta right now they don't, but we've changed our reward structure a lot based on player feedback. Bosses will start having set loot tables as of the next beta patch. Adventures also grant rewards at the end based on a medal tier players achieve as they're running the instance, and those draw from a pretty broad pool of possible items.
Strangelildedgrl: If composing your own group for an Adventure, do you want to go with a normal dungeon set up? (Tank, Heals, 3 x DPS) Or can all players run in DPS mode.
Carbine: Good question! For most adventures, you will want to set up your trinity of tank, healer, DPS. For our MOBA style adventure, War of the Wilds, you may need to rethink your group in terms of a MOBA style game; support, carry, tank, etc.
Hemming17: Do the available paths in an Adventure sometimes cross over?Say you decide not to go on a patrol with people you later have to save them because you didn't help then?
Carbine: Awesome question! The answer is yes, we have several instances of this happening throughout adventures. In the Malgrave Trail, you will run across the same Draken NPC in few places at different parts of his story-arc. Also, we try to include consequences for choosing a particular voting option over another where we can.
For example, in the Riot in the Void adventure, the first choice your group has to make is to decide to stop the prisoners from getting weapons, stop the maximum security esper prisoners from escaping, or stop a group of prisoners from gaining access.
Kjersgaard: Thanks for doing this guys! Can't wait to play. Are adventures meant to go alongside dungeons as an alternate way to gear up, with same item levels and whatnot?
Will adventures be expanded upon as much as dungeons or less?
This question applies to dungeons too, can you go into an adventure or dungeon without getting scaled down? In a lot of MMOs sometimes you want to go back and revisit something you skipped or might have missed but dont want to group for. Can you go solo a 20 adventure at lvl 50 if you want?
Carbine: Dungeons and adventures are meant to compliment each other. Some players will like one or the other, we hope many players like both. As far as item levels, that comparison only really comes into play when you hit the elder game. Once you do, you will in fact see similar quality loot dropping out of each.
It is possible to enter a dungeon or adventure instance without scaling your level down, it's a setting a group leader can choose when the group is zoning in to the instance.
Apoc1216: This is a question for Matt and Taylor; what are your favorite adventures so far, and why are they your favorite? Also, Cake or Pie?
Carbine (Azhrael): I would have to say my favorite adventure so far is War of the Wilds. Not only do I find the alternative style of gameplay fun, I also have a lot of time invested into the Champions’ AI. The champions hold a special place in my heart.
Also….horse-sized duck…in case anyone is wondering.
Carbine (Const): I love me some Malgrave Trail because I like the complexity and tremendous variance of it. It was also one of the first we worked on, and the first we were really happy with the results on after the first pass on the content.
Carbine (Scooter) Since you specifically left me out of this question... Malgrave Trail. :D
Honestly, when it was initially described to me it sounded like a standard escort quest but as soon as you jump into it you're suddenly managing your caravan's resources, defending them from invaders, making medicine to keep them healthy, rescuing kidnapped members, and so on and so on. Easily my favorite piece of group content in the entire game, I'd say.
Promethia: Will you be able to scale down your lvl to do adventures with lower lvl pals? If so, will you still gain lvl appropiate xp and loots?
Carbine: Yes, and in fact that is the default setting when you enter an adventure (or dungeon). The loot that drops will be of the adventure's actual level, and you'll definitely see better XP rewards out of higher level adventures.
Derails: Are adventures truly dynamic? Or are they "solvable" in that there is a particular solution that you/your party should know in order to get the maximum rewards?
Carbine: The lowest level adventures respond pretty predictably to player choice, but once you're past those introductory instances you've got a lot of different variance in the mix. One of our key goals is to make sure that a good group of players will always see better results from a solid strategy they cooked up in real time than one they read off the internet. We also spread out loot rewards across the various routes through the content to ensure that making the same choices every time isn't the way to go.
Adventures and dungeons will be similarly rewarding, and the expected time to complete isn't wildly different between them. As far as difficulty, dungeons and advenures are challenging in different ways. Dungeon content tends to stress a group's ability to cohere in combat, while adventure content rewards groups that communicate and strategize well on the fly.
Orinx: Does this mean the drop table changes based on past adventures you've taken, ie if you find an optimum path would you be punished by retracing your steps next time but finding less loot next time.
Carbine: Our main approach to the problem you bring up here is to spread different rewards across different routes through the content. Running an adventure five times in the same way is simply less rewarding than running it five times in five different ways.
Nadili: I know the current adventures are open world any plans to include Genetic Archives or Datascape as a possible future adventure for those who maybe don't raid.
Carbine: We're not quite ready to spill the beans on future adventure plans just yet, but we'll generally use any map we have a good idea for.
djcolbyz: In regards to adventures is there a penalty for leaving group early? And if so what kind of penalty are you thinking about putting in?
Carbine: The group finder itself penalizes players for leaving early with a debuff. That applies to anything that player queue for, including adventures, dungeons, PvP instances, etc.