The purpose of this thread is to see what is most important to us as an MMORPG community for Wildstar to meet our expectations. Please provide what is most important to you about each of the features we will find in Wildstar (you can add examples to add greater depth to your point). The list of things I'm looking for and maybe the developers will see are: Solo Play Group Play Dungeons/Raids PvP Crafting/Professions Economy Path System Housing Combat EndGame "Elder Game" So I guess I'll start... Solo Play: I want enough stuff to do while leveling and at endgame that when friends/guilds are not around I can still find meaningful things to do. Group Play: Group play should be fun and rewarding, competitive and care bear things to do in PvE grouping. There should be reason for why people would want to group up while PvEing. Dungeons/Raids: Dungeons, while still being rewarding, should be the casual side of raiding. While Raiding should stay as epic content that not everyone will be achieving at the same time. I don't want dungeons and raids to become something you go through a couple times and never have incentive or desire to go back. PvP: While rewards are awesome to have in PvP, I would rather have fun, competitive, and balanced pvp that keeps me coming back more so than just the reward. Like how your FPS or RTS players keep playing the same maps and whatnot, but they still enjoy it because of the competitive and fun atmosphere of growing better as a player. Crafting/Professions: I would like to not only have fun things to craft, but things that are actually usable. We find many MMORPG's where the crafting system, while fun, doesn't really matter at the end of the day. Also, don't make crafting something that feels tedious within the process of making something (10 bars of iron shouldn't take 5 minutes to craft.) Economy: Supply and demand. I would like to see items that can be crafted that are extremely useful, but hard to make or find the mats for. Rare item drops from mobs that could be of good use to someone or just collectibles (mounts, mini pets, lore books, dyes, etc etc...). If everything is equally easy to obtain, the economy will be short lived like we have seen in many MMORPG's of late. Path System: Since this is a brand new feature not really seen in MMORPG's, I'm still kind of waiting to try it myself to see how it works. Although, I would hope that we have many options within our paths of choice to be of service to the community in someway shape or form. Housing: Love this added feature, so many broken promises with other MMORPGs in this department. I want reason to go there, customization, to feel as much of a part of my home as the cities and environments. Combat: I love stats, gear, etc, but I also want combat to be skill based, visceral, and fun. Although for just questing, combat should not be so hard to the point you are beating yourself in the head, but not so easy that you can eat a cheeseburger and drink a milkshake while leveling. Leave the harder stuff to Elites, dungeons, raids, and world bosses. Endgame "Elder Game": For me, this is the most important aspect of all MMORPG's and is what I consider to be the thing that will keep players playing. The better the endgame, the bigger the community. So with that said, endgame needs to focus on more than just one aspect, but all main aspects of a game. For Wildstar we need to see more raid content, dungeons, solo content, collectibles, rare items and loot, updated path and profession systems, more housing goods, etc etc. I don't want it to fall in the hole of just adding a raid every 6 months and then an expansion. Most MMORPG players play for all sorts of reasons. Some even get on just to socialize. Make the majority and minority happy when it comes to endgame.