Carbine Talks About Telegraphs In This Week's WildStar Wednesday


Written by: (@QuintLyn) | September 13, 2012 3:05 pm

Carbine Talks About Telegraphs In This Week's WildStar Wednesday
10 Comments

Carbine has released another of their WildStar Wednesday updates — this time covering telegraphs.  No, it’s not what it sounds like.

Telegraphs in WildStar are red areas that show up on a battlefield during combat to let players know that something — probably not very nice — is about to happen.  While they function somewhat like an area of effect indicator in other games, WildStar telegraphs don’t stop there.  Each telegraph looks different and indicates to the player what kind of action they might want to take in order to avoid the a oncoming attack.  And they range in shape from a large circle to cones to straight lines or clusters of smaller circles.  And on and on.

One of the unique things about telegraphs is the ability to use them against other mobs.  So, if for instance you know one mob is about to drop a gas cloud on you, you can pull other mobs into it and let the first guy do your dirty work.

Telegraphs also show up in PvP.  It will be interesting to see how players use it there.

To fully understand telegraphs, watch the full video above where executive producer Jeremy Gaffney is nice enough to explain them in detail.


  • http://twitter.com/Nathiest Nathiest

    After level 20 this cheat should begin to fade away. 

  • http://profile.yahoo.com/KMMYFK5MJ2APHGWIL2MEKPH3AM the_founder

    really really interested in this game… but i dont like this… too gimicky. would much rather focus on the animations and sound effect “tells” of the monster than playing dance dance revolution on the ground… sorta bummed about this. praying they reconsider this and remove it but doubt they will bleh… 

    • Gronba

      I completely agree with you, this is not telegraphs, this is watching crap on the ground – I want to watch well designed monsters and their animations, not red/blue/green stuff on the ground. I have done this wayyyyy to much in different mmo’s the last 8 years. And it is a bloody shame aswell, because this game actually looks good (or it does imo).

  • Jado Cast

    This is one of the things I don’t like about GW2, is the red rings on the ground.  I rather see a “tell” as the animation begins that tells me to dodge, interrupt, or whatever.  It would be cool if the “tell” is an animation like rocks start to swell around your feet for a second or two before rock spikes jut out of the ground.  That’s okay, but just red zones on the ground break immersion.

    • http://www.kaiketsu.enjin.com/ Corey “Crimzen”

       GW2 has tons of tells and animations that let you know when an enemy is about to use an attack. Some are more subtle then others but they are all pretty easy to spot once you know what to look for. For example some of the monsters charge up some of their abilities before unleashing them or do certain movements to let you know when an attack is coming.  The red rings are mainly for enemy’s or players who are doing AoE’s or things that you shouldn’t be standing in. I agree with you not wanting too many red rings on the ground though, but I think Guild wars actually handles it pretty well with a mix of animations and then the red rings for Aoe’s.

      Going back to Wildstar though I think they might be going a little overboard with the intensity of their “rings”. The game looks awesome, but if there was a more subtle way to approach it I’d like to see them do that as well. Unless they have a dodge button though, I wonder if it’s almost necessary for them to have all the red circles on the ground to give players a heads up, since they can’t dodge roll at the last second.

  • http://www.facebook.com/profile.php?id=789610275 Niklas Höglund

    Looks great and, more importantly, really fun. They’ve allowed themselves to create a subtle layer of depth here. There are many different telegraphs and even those that appears to be the same are sometimes different. It also increases in difficulty as you level up.

    • http://profile.yahoo.com/KMMYFK5MJ2APHGWIL2MEKPH3AM the_founder

       rofl thats what sugar coats this horrible idea for you? “it also increases in difficulty as you level up”? lol maybe once you hit max level the giant robot boss will spell out

      L A M E on the ground… have fun dodging all that. LOL

  • MMO_NewSkool

    worst… idea…. ever

    Wildstar is now OFFICIALLY the nub training game for Warcraft LFR raiders thats
    how low they just dropped  hilarious. my guild leader said tonight on vent that our guild will now require new recruits to play the Wildstar demo to prove youre atleast skilled enough to raid Hogger hahahhaha

    raid progression goes Wildstar —> Hogger —> Deathwings Toenail —> ???!

  • http://profile.yahoo.com/KMMYFK5MJ2APHGWIL2MEKPH3AM the_founder

    this is how you “keep us interested”???!!  this is what you call “exciting”!??! this is keeping us from being “bored” ??!! omfg horrendous idea. Wildstar… scrap this idea now. before its too late. put out a press release and call it a bad joke. your combat was already loooking alot of fun and exciting. THIS TRIVIALIZES AND COUNTERACTS ALL THAT FUN YOU ALREADY WERE CREATING!!! terribad just badbadbad

    so gimmicky. instead of paying attention to the monster’s animations
    and sound effects and learning the mechanics and patterns of an
    encounter. this is so sad. and used in pvp as well. GAH i was sooo excited for this game. now.. theres little chance i will play this.

  • http://twitter.com/Graymarch Graymarch

    Main Developer of Wildstar: Ok we developed the Telegraph what should we develop next?

    Intern: a butter churner?

     Main Developer of Wildstar: BRILLIANT!!!! 

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