Posted Thu, Feb 20, 2014 by Lewis B
Realsnozzyberryflavor: It seems the adventure concept will greatly increase replay-ability for leveling alts or repeating adventures. Will there be different adventure choices based on faction for even more variety
Carbine: We've generally avoided faction-specific choices, mostly for balance reasons (we don't want a case where the Dominion has an easier route through an instance, for example).
Each faction does have its own exclusive introductory adventure, however.
D43DR4: I'd love to be able to duo Adventures. Is there any scaling, or need I just manmode it with my SO? Is any scaling feature planned?
Carbine: Adventures are 5-man content. If you would like some appropriately scaled group content, you should check out our Shiphand missions!
itsZizx: When designing an adventure, is there anything in particular you look towards for inspiration...in terms of story or artistic design.
Carbine: Yes, and that answer is... everything! The adventure team is entirely composed of avid gamers. We look to games of all types and genres for ideas, solutions to problems, means of communication, all of it.
One of the key things we start with is this question: "Why is it fun to do this thing 10 times? 20?"
That question has been answered a lot of times by a lot of smart people, and we definitely pay attention to what everyone else is doing.
Conveir: Where did the idea of Adventures come from?
Carbine: We had access to all these awesome existing assets and maps, and we kept on coming up with cool and different things to do with them, but were limited by the zones being open-world content. The stuff we wanted to do couldn’t exactly be classified as traditional dungeon content either, so we decided to just go for it and make this whole new category of instances.
Motku: Will different adventure pathings offer different rewards; if so will this reward be consistent to the path or from a random pool?
Jreffy: How are decisions/choices made between a group in an Adventure? If I group up with 4 other PUGs, who makes the call on which option we choose?
Is there a way to see what option your group-mates have taken, so you can all collectively decide which storyline more people haven't done yet?
Carbine: There's a voting UI in the game that comes up for y'all.
DissonantAccord: Where do veteran adventures fall in the spectrum of eldergame gearing? Is the gear obtained from it equal/better/worse (stat-wise) to the gear obtained from running a veteran dungeon?
(Slightly off-topic from Adventures, but ultimately a better way of asking the question I'm really getting at: Is there a direct/distinct eldergame gear progression at max level that leads up to being "raid ready". For instance in WoW, you hit max level and you have mostly high level quest rewards which are good enough to get you into max level dungeons which gear you up for heroic dungeons which gear you up for raids...is Wildstar going to have a similar path, and where do the different types of Eldergame content fit into that path?
Carbine: They fall pretty much right alongside veteran dungeons, and grant items of similar quality. There's some soft progression to the 5-man elder game, and there are both dungeon and adventure instances at each tier of that progression.
v1sper: Hi guys, nice of you doing an AMA!
How much replayability do you aim on Adventures having for endgame players?
Carbine: Four of the six launching adventures will have veteran difficulty modes that drop level 50 rewards. These modes will also have tougher fights and additional mechanics in place to take the challenge to the next level.
Each adventure accommodates a fair number of playthroughs without your group seeing the same content twice. Replayability is among our top priorities when we make adventure content!
Pythian_Blackhorn: Two questions here: Are different options in adventures tailored to be more difficult / have better rewards? Will the "elder game" difficulty of adventures have any differences outside of increased difficulty?
Carbine: Our approach to increasing the difficulty of veteran adventures definitely extends beyond the mobs hitting a little harder. We have additional mechanics in place for every veteran modes.
Pink-flying-pie: Are there any Mobility Changes coming for Espers? All other classes seem to be very mobile but (you know what I'm talking about not going into detail here NDA and stuff....)
Carbine: I can't really go into detail about class stuff here, we're just here to talk about Rampart.
Agitonii: Hi! Thanks for the question. Paths will only come into play in the higher level adventures. And even then, the path composition of your group won't have any run-making/breaking affects. We don't want to add the extra difficulty of getting that optimal group combination in.
I can give you an example of the effects you will see though! In The Malgrave Trail adventure, for every player you have in your group with a particular path, your caravan will receive a particular buff. This includes things like Your caravan moving slightly faster for every explorer you have, a percentage of the caravan becoming armed for every soldier, maximum supply stores being upgraded for every settler, and your caravan’s max health being increased / starting supply of medicine for every scientist.
Incarne: Hope my questions get answered:
1) Will you guys try to deliver on time? Meaning have all the things you are showing right now (Adventures) at release. Had this problem with the devs behind GW2; showing all of these awesome things.. but just couldn't have it ready at release which was a huge disappointment.
2) Since you guys are allowing a wide variety of customization in this game, will there be options when it comes to skill animation customization? If so, will adventures and other content like challenges unlock some of these things?
3) Will the MOBA inspired adventure actually be players vs players, or PvE? (AWESOME IDEA BTW. Was hoping to hear something like this)
4) I love you guys and I love what I see so far, please don't let this game fail! This is my last hope on MMO games.
Carbine: I can address the first question, but the rest are outside my scope...
We generally do our best to stay away from talking about systems/content that don't actually exist yet. Anything you've seen publicly about the game (Adventures, Dungeons, livestreams, etc.) are all fully implemented in the game already. Our beta testers are able to play all the Adventures right now, and while there's plenty of bugfixing and balancing to be done before launch, the core content is done and in the game right now.
That should also help explain why we haven't talked much about, say, Raids and Warplots. They're certainly being worked on, but only recently have gotten into a state where they're in a good enough place to let beta testers try them out. So you should expect to see more info about both those systems in the coming months.
Rystet: How often will different Adventures be available.. every 5 or 10 levels? what is the plan?
Carbine: his info's actually up on the Adventures page on the site:
Hover over each of the icons on the specific Adventures near the bottom and you can see when each first unlocks!
Mathesosthos: The devspeak made it sound like it's all random. It is all random or are only the mission/mobs random in a static adventure zone?
Carbine: Player choice and strategy is a factor in each adventure, but most of them have some random elements as well to help keep the experience dynamic, even for a group that makes the same kinds of choices each time.
Kachuck: How big of a difference in time is there between choices in an Adventures?
How do you balance the challenges between roles? What I mean is if there is a bonus for collecting the most <$item>s then different roles have the option to stop what they are doing to loot things
Carbine: Time difference: Depends on the adventure (they are all pretty unique from each other)
Challenges between roles: Somehow I'm not parsing your question properly. Here's an example of what you're talking about: In Malgrave trail, stats are kept for your caravan's food, water, etc. Some random events cause fluctuations in these things (not unlike Oregon Trail back in the day).
Then maybe some of your group goes off trying to find a water source to raise your water level, or hunt some game to raise food, etc. based on your caravan's needs of the moment - or perhaps at the next trail split you all vote to go to the lake instead of the savannah area because water will be there and your water levels are low - the next run maybe you're starving and go the savannah route to find extra food.
K_theGood: How much time will an adventure last? If I need to get out in the middle of it, how woulda be the punishment (if any)?
Carbine: The time required for an Adventure run varies between 25min to over an hour. The higher level ones generally will take longer than the lower level ones.
Dejawon: Hello there. I got a question about the Tower Defense version of adventures, how exactly will that work? Like will you build towers as a settler? Or will you but stuff from NPC's? :) // Dennis.
Carbine: Paths like the Settler only really come into play in the level 45+ adventures.
The tower defense mechanic in the Siege of Tempest Refuge revolves around placement, defense, and upgrading of the group of Tempest Refuge GruntNPC's that you get at the beginning of the Adventure. Upgrades include things like anti mechanized infantry and sniping abilities
captainphatty: Will all adventure content be permanent, or can you foresee something like holiday adventures that come and go?Carbine: Most additions we are planning will be permanent. Some may be temporary; under current plans mostly around holidays as you imply. Adventures are enough work that they will tend to be permanent/recurring, I would imagine.