Friday, June 27, 2014
Hating Wildstar challenges a bit less
During the beta and first week of Wildstar I absolutely hated challenges: The way the game suddenly shouted at me and forced me to change my plans. The way they turned a leisurely activity into a rush. The way they were designed to make me hate other players, who caused me to fail the challenge (and get shouted at again). And finally the way how the challenge offered me a choice of rewards, only to then give me one of the things I didn't want. I still believe most of this is just bad game design, but I'm starting to get used to challenges and hate them a bit less.
The first thing I found out which helps a lot is that there is no penalty for just cancelling a challenge. Then when that challenge is more convenient (no other players around, or need to kill the same mobs for a quest) I can just restart the challenge from a tab in the quest log. The second good thing is that even if I succeed a challenge and don't get the reward I wanted, I can restart the challenge after half an hour. Which I do sometimes, because some challenges offer much better gear rewards than quests of the same level.
While I prefer to make gold by crafting and trading on the AH, I also need to remark that challenges aren't a bad way to make gold. Once you outlevel a challenge somewhat it gets very fast to complete. And some of the rewards, especially decor, sell for good money. I've seen websites describe gold farming routes involving series of challenges on a circular path that takes just enough time to reset the half-hour counter.
So even if they can be somewhat annoying, I have learned to not completely ignore challenges. Some of them can actually be fun, usually those that don't involve killing regular mobs.