Squad 51 vs. the Flying Saucers

  • Couch Co-Op: 2 Players
  • + Co-Op Campaign

MMO Co-Opportunities XLIII: Wildstar Impressions, Part II - Page 2

Instanced Group Content
Many MMOs only have one or two types of small group, instanced content. I’ve run across four types of instanced cooperative group content in Wildstar thusfar: Shiphand Missions, Adventures, Dungeons, and Expeditions. Shiphand Missions can be completed in groups up to 5, but 5 aren’t necessary to complete them (I’ve done them with only 2 before, and they are supposed to be soloable as well, though I haven’t yet done one alone). They’re usually pretty short - estimated between 15 and 30 minutes.

Adventures are instanced, story-based missions that let players explore zones they’ve been to in the open world in new ways. They have branching paths where the players will vote on what objective they want to complete. Based on what options are picked, one run through of an adventure can be quite different from another run through of the same adventure. They often introduce special mechanics that aren’t used in other parts of game play (e.g. capture and hold objectives, simulated enemy players). Adventures a bit longer than Shiphand Missions, running probably 30 to 45 minutes. They are composed of multiple objectives and a couple bosses. An end reward is also provided individually to all the players (the party is awarded either gold, silver, or bronze as a group).

Dungeons have two difficulty levels, normal and veteran. Veteran level upgrades the dungeon to a level 50 version and adds in new mechanics. Dungeons appear to be the longest in duration of the single group content, running an hour or two. They also seem the most challenging. There are multiple objectives to complete and multiple bosses to kill. Just like adventures, players will receive an end reward bag in addition to boss drops.

Expeditions are scaled to level and number of players in the instance. They yield no XP, but will give the players a reward at the end - in my experience, I’ve only received decor items for housing. The one expedition I’ve run had a time limit of 20 minutes to complete the objectives. I received a kit as a drop from a dungeon which let me build the expedition portal on my housing plot.

Across all four of these types of group content, grouped players work together and combo their skills. In the shorter content, like Shiphand Missions and Expeditions, it’s mostly optional. In the more difficult dungeons, however, it becomes crucial to succeed. In addition to the standard threat management and healing seen in almost every MMO, Wildstar has a mechanic known as Interrupt Armor. Each class has at least a couple of abilities which allow them to either knockdown, stun, or otherwise interrupt an enemy. Bosses, being the tough baddies they are, will have stacks of interrupt armor which rapidly regenerates. Sometimes it’s critical to interrupt a boss ability, but the party will have to coordinate their interrupt abilities to remove the stacks of interrupt armor and finally interrupt the actual ability. Types of cooperation like this makes me really enjoy playing the group content. The better the group communicates and cooperates, the more successful they’ll be in the group content, or the quicker they’ll complete it.

So there you have it - a succinct look at the varied types of content that support (or require) grouping in Wildstar. I’m planning at the very least a Part III after I hit the endgame to give my impressions of anything new and exciting there as far as playing with friends goes. What do you guys think? Are there other cooperative aspects that you’re interested in that you’d like me to write about for Wildstar? Are you playing Wildstar and have some experiences or opinions you’d like to share? Let us know in the comments below, or if you’re playing Dominion on the Thunderfoot server, feel free to PM or mail me (my name there is also Xelissa) and say “hi!” Everyone in the Co-Optimus community is also more than welcome to join our Cooptimus Social Circle!




 

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