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  1. The issue was excessive server lag in the weeks following launch and a client system that was ill-prepared to handle the delays. This has nothing to do with holding buttons for rapid-fire or not. Nor would ability queues actually help with outright responsiveness, that just handles the small time gaps between ability activation windows to allow maximum dps. This issue of server lag hammering the game into oblivion not only existed, it existed so hard that even the devs knew about it.
  2. Yeah but the way in which WoW got hammered was very obviously server congestion issues, whereas Wildstar was trickier to identify. Like at first playing Wildstar I thought the controls were just "sticky", I had to stop and actually press buttons one at a time carefully to figure out there was a half second delay on all my actions. WoW isn't fun at 500ms ping either but they take user experience very seriously and basically every possible measure was used to keep the game running smoothly at all times. When you started to get delays due to server issues it was incredibly obvious that was the reason. There are also players who are just never going to have a good ping (hi Australia! and many regions in the USA) and tab target systems are infinitely more playable when that's the case.
  3. Or maybe the servers will get hammered at launch like with every MMO and then the game will get a bunch of bad word-of-mouth because the lag totally wrecks the gameplay experience. Making a fun combat experience that is resistant to inevitable technology failures is much more challenging than making an action combat system that break the moment your players creep above 50 ping.
  4. I don't know how extreme the NGE changes were (having not played that game), but it's interesting to note that World of Warcraft also lost many millions of subscribers during the years when they decided to go in and start ripping out / replacing a ton of their core systems and designs.
  5. This may sound like an oddly specific request, but I'm going to suggest a development philosophy for dealing with network latency that almost nobody (except Blizzard, more on this) seems to bother using. But the TLDR here is that I'm asking for gameplay controls that respond within 2 frames (50 milliseconds) of my pressing a button regardless of how bad my network connection is. This request deserves some elaboration. World of Warcraft is, among MMOs I've played, unique in its extremely responsive control scheme. They achieve this by following one simple but important rule; when the user enters an input, the client ALWAYS reacts to it immediately and in a clear and obvious way. You can see this if you are ever disconnected from WoW, but the game is still running, you can still control your character. You can move around how you want, and if you try to use a spell your character will start animating. In effect the process their game undergoes when the user presses a button looks like this: Button Pressed -> [Character Starts Animating / Send Request to Server] -> Server Validates Action -> Client Receives Confirmation -> Client Completes Animation (or continues until completion if very fast response). They achieve this by using start-up animations that can be looped indefinitely while waiting on a server response. They also use a lot of client UI responses as well so that you always get the feel that something has happened when you press a button. The result is gameplay controls that are ALWAYS smooth and responsive, regardless of network conditions. I think this is really important! When I play games like Guild Wars 2 or even stuff as recent as Wildstar, they never bother following this model of client responsiveness. That's fine when I have a reliable 35ms round-trip to the server, but it feels chunky and slow if your server round-trip is any higher than that. When Wildstar's servers got hammered on release, this issue alone made the game unplayably awful! I could press the attack button on my character and the game would sit there like a dead duck for literally half a second before even the slightest hint of interaction appeared. So I guess what I'm asking is, please develop with slower network connections in mind (like I've commonly gotten pings of 100-200ms in most places I've lived) and make the client really responsive on its own. It seems like a silly thing to ask but I keep seeing really high budget products fail at this and it just blows my mind. Gameplay controls are really important!
  6. Confirming I had this issue, switching to Firefox fixed it.
  7. Apparently you can play as a god damned elk, and there's a hunger stat. BRB grazing.
  8. When I look at the art and styling for this game, I feel like I'm going to be playing Game of Thrones online. This is a very, very good thing! Fantastic art direction.
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