Last Thursday, Gortok talked about some significant changes being made to the Circuit Board Crafting (CBC) system after taking recent beta testing data into account. The two goals here are to help players understand the complex system a little easier early-on as well as give crafters more of an important role when it comes to creating awesome gear. Here is what he said:
Originally posted by CRB_Gortok (Source)
I know I have been pretty invisible here lately. A big part of that is because we have been working really hard to respond to beta feedback to improve the game. While I won’t be going into details about the changes at this time, Circuit Board Crafting is undergoing some revisions that are significant.
We found in beta that players were falling into two fairly distinct categories:
- 1. People who understood the crafting and modding system, and would customize their gear to be optimal. These people would have the correct stats at the right levels to be effective in combat.
- 2. People who mostly ignored the system because they were unaware of it, intimidated by it, disinterested in it, or whatever reason. These people would get items that were poorly statted for them and continue to use them. This would severely gimp their ability to be effective in combat, and negatively affect their experience.
Our specific goal is to make item modding more accessible, more exciting, and less punishing to players who are not as familiar with the mechanics of stats and how they affect things like DPS, Healing, and Tanking. To this end we have drastically simplified the system at early levels while still trying to maintain interesting depth of choice at later levels. It still uses a lot of the core, underlying systems from Circuit Board Crafting, but it does so in a way that is more streamlined.
As a bonus side effect, this allows us to address another issue that we have been thinking about a lot lately. We have heard a lot of feedback that crafting (using CBC) is not really interesting anymore. None of the choices made during crafting really had a long term impact because players could just modify and change any microchips a crafter put in, so effectively there was a lack of meaningful choice while crafting an item.
We have decided to make the core of the item unchangeable after it is created. This means the modifications always add something on top of the item, rather than changing existing stats or specials on the item. This makes decisions made by crafter exponentially more relevant, and a good crafter will have to know what stats are desirable on the item they are making.
I am really comfortable with the changes we are making and I am excited for you guys to be able to dive into this stuff soon.
After reading this news, some members of the WildStar Central community felt like Carbine was taking the easy route and attempting to “dumb” down the game a little. PChan then added to what Gortok said and clarified Carbine’s goals a bit. The team isn’t trying to dumb down the CBC system at all, but rather make it a little more approachable for players when they are low level and still trying to figure out the game’s basics. The system will be just as complex at the higher levels while providing more customization options thanks to both changes being made.
The open lines of communication, as always, are welcome to see. It’s also somewhat refreshing to see that the developers are willing to rework systems from the ground up in order to ensure their systems work for the players of the game– and not the other way around. What do you think about these changes? Feel free to tell us in the comments section below.