Talking tasks with WildStar’s PvE

At a glance, there are far fewer problems when dealing with PvE content compared to PvP content. WildStar’s PvE options are a bit better established, and besides, all you need to do is provide the enemies and a reason to fight them. It’s not as if you have to deal with all of the differences that you find in PvP, after all. Toss out some dungeons, give players a daily hub, and everything will work out perfectly, right?

The answer is no. Not even a little bit.

Just as you need a variety of different things in PvP to serve a multitude of playstyles, you need a variety of different opportunities for PvE players. It’s still a header that covers a broad field of different playstyles and preferences, and that means there are a lot of different things that the game needs to offer. Bearing in mind that we’re talking about the level cap here, let’s take a look at what areas the game needs to support.

A group of Chua is not coordinated. That’s… sort of the idea.Casual group content

Much as casual PvP is important, casual PvE is important too. Yes, that’s true even at the endgame because everyone deserves the option of trying something new. Maybe you’re not normally into PvE content; maybe you prefer soloing or maybe you’re just not in the mood for a hardcore progression challenge. Whatever the case, the game should have something for players to do in a group that doesn’t require absolute precision.

What we’ve been told so far about the game’s group content involves a whole lot of challenging encounters, not casual runs with friends. That’s all well and good, but we need dungeon content that provides opportunities for a bit more group entertainment and a bit less crushing challenge. There’s no reason you can’t have both.

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