Tester Explains WildStar Combat Telegraphs


Written by: (@LopezIRL) | January 9, 2013 8:35 pm

Tester Explains WildStar Combat Telegraphs
9 Comments

Does WildStar combat have too much hand-holding?

In this week’s WildStar Wednesday, a tester took questions from the community regarding Carbine Studios’ MMORPG. In one of his answers, the anonymous tester explained how the telegraphing system impacts WildStar combat.

While many have praised the telegraphing system used in WildStar, others are skeptical WildStar combat does too much to guide the player. When I first saw the system, I liked the elaborate visual effects of the telegraphs, but I was worried it would make combat too thoughtless.

The mysterious tester says it isn’t so. He explains the telegraphing system only shows the area an ability will affect, not what the ability will do. In groups, this is particularly important because telegraphed spells from allies can be beneficial. In the more complicated group situations, the tester claims coordinating telegraphs is crucial to mastering WildStar combat.

If it’s true that telegraphs can get complicated enough to keep a group on the edge, then that does alleviate some of my concerns about WildStar combat. Part of me will still miss the more traditional days, when a game was more about getting familiar with the physics of my own movements, an enemy, and an enemy’s attacks. But there is an element of intrigue to a more complicated telegraphing system.

However, the problem can swing in the other direction. What if the telegraphing system makes WildStar combat too complicated? What if the screen ends up being filled with red shapes, making it nearly impossible to tell what’s good and what’s bad?

It’s something I’ll have to experience myself to know for sure. For now, I’ll give Carbine Studios the benefit of the doubt, and the telegraphing system certainly has my interest. If it’s pulled off correctly, WildStar combat could set a new standard.

The full WildStar Wednesday post, which also sheds some light on classes and paths, can be read here. The previous WildStar Wednesday covered community outreach and the extra steps Carbine Studios’ community team is taking to gather feedback, and it can be read here.

What do you guys think? Does WildStar combat do too much to guide players? Will the telegraphing system make WildStar combat too chaotic? Make sure to comment below.


  • http://twitter.com/AesirValkyr Aesir Valkyr

    I was thinking the same thing about the screen filling up with red.  Just have to wait and see how it works out.

  • http://twitter.com/RichieProcopio Richie Procopio

    Coming from Guild Wars 2, where I don’t think there is enough telegraphing, I’m intrigued by Wildstar’s approach to this.  I’m looking forward to it, but I also feel too much telegraphing can have you staring at the ground more than what the enemies are actually doing.

    • DoctorOverlord

      Good point.  GW2 could benefit from cleared telegraphing.   I’m not sure if Wildstar is overdoing or not, I suppose we’ll just have to see how it works in the game.  

  • http://twitter.com/cecilandblues Anthony Botz

    It’s interesting to see internet react to a system that is very similar to a very popular add on for world of warcraft in lich king days. If the community does it, then it’s a godsend for the raid. If the developer does it on the other hand, they are putting on the kid gloves. Oh internet, will anything make you happy?  I think this could be very cool, it would allow for some more engaging combat situations in solo questing content, Much like having evade and reaction abilities in GW2 does. I hope they include a slider that gives the player control of the intensity of the graphic. If you want big bright red shapes everywhere, go for it, but if you just want outlines, that should be a viable option too. This is one of Wildstar’s big hooks, I hope it works well.

    • DoctorOverlord

      You mean you’re actually surprised by outright hypocrisy from the Internet and gaming fans in particular? :)    Of course the hardcore raiders will say this is *vital* mechanic if it’s an add-on and lame catering to casuals if a dev provides it lol 

  • Azriath

    From my limited knowledge of WildStar, I’m intensely interested and excited about it. The telegraph system will start out simple and easy to understand; my hopes are that it will ramp up in difficulty, which all depends on the patterns and effects they have mobs/bosses perform. A straightforward and quite obvious mechanic should be the way it starts; but from there, the potential to make it difficult is what truly excites me.

    I’m reminded of a certain boss fight in Rift, where the entire room is covered in spike traps. It’s a small room including two columns that also have spikes popping out of them. Such a simple concept of avoiding the spikes became difficult and challenging with the constant frequency at which they activated, the fact the entire room is covered in them so there is no safe spot, and of course, the boss himself and his own mechanics. That fight is one of my absolute favorite boss fights of all time.

  • http://twitter.com/ErrantUnit Errant Unit

    Beneficial telegraphs are a different color than dangerous ones.

    • http://twitter.com/LopezIRL German Lopez

       I don’t think the tester or I meant just heals and other supportive telegraphs. Some enemy and environmental telegraphs, which are shown as red, can be beneficial. In fact, a few environmental effects exist just to let players turn them on an enemy.

      • http://twitter.com/ErrantUnit Errant Unit

        That is true but I was just pointing it out because the tester did say player telegraphs and those of your teammates.

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