n WildStar, players are able to create a character that they can control through their playing session. These characters can move in anopen, persistent world environment. Characters can level from 1 to 50. Gameplay mainly consists of quests, dungeons, and player versus player combat.
WildStar allows the player many liberties in movement, such as double jumping, sprinting, and dashing. This ties into the gameplay in ways such as speed races and jumping puzzles.
Moreover, there are zones with altered gravity in the game, allowing the player to jump higher.
WildStar uses a system of telegraphs for combat, where zones are displayed on the ground, allowing a player to predict attacks of enemies and heals of allies. A player can dodge them by either walking or dashing out of them.
Players attacks are also telegraphs, this means that players have to cast them in the right direction if they want to damage enemies. Players also have the option of auto-targeting enemies, which puts the telegraph for the move they use centered on their current target. This makes it easier to get a particular enemy into their telegraph, but often won’t catch as many enemies as a well-placed free-targeting attack would.
In WildStar, players can own a sky plot. This plot is a part of land consisting of a house and several “sockets”, each socket can receive different “plugs”. Plugs can consist of many different things, such as a crafting bench, a mine, an exploration shaft, etc.
While the exterior of your plot can be filled with “plugs” and decorations placed on predefined “hooks”, the interior offers complete creative freedom. Various interior decorations offer a bonus to your rested experience if you log out inside your home, making your own house the best source of rested experience in the game.
This plot can be accessed by anyone who has the owner’s permission. Every plug can be used by all the players who have access to this plot. If a visitor performs a task such as harvesting, the reward can be split by the visitor and the owner of the plot, allowing friends to maintain your plot for the owner and allowing both to benefit.
While housing is not a required part of the game, it offers many advantages to the players, from personal workbenches, gathering nodes, personal dungeons, quicker access to raids and increased rested experience.
Upon character creation, players will be able to choose among six classes, four paths, and eight races. Classes are limited to certain pre-determined races. There are no inherent stat or gameplay difference in the different races, the difference is all aesthetic.
Each class is able to fulfill the role of DPS as well as one of the support roles, tank or healer.
WildStar also uses a system of paths. Upon character creation, players are able to choose among the four paths, in addition to their desired class. Unlike classes, paths are not restricted to specific races, and level up independently of class, capping at 30. The paths are loosely based on the Bartle player types. The path the player chooses upon character creation determines what kind of extra content the player enjoys
Player versus player
WildStar offers numerous means of player conflict. WildStar allows players of opposing factions to fight almost anywhere within the in-game world.
In addition to open world combat, players are able to participate in more organized combat, such as arenas, battlegrounds, or Warplots, where players fight each other in teams.
Arenas consist of small teams (2v2, 3v3, or 5v5) attempting to kill the opposing group of enemies. Each team has a set amount ofrespawns. A match is won when all of the members of a certain team has been killed, and are unable to respawn.
Battlegrounds consist of larger teams (up to 15v15). Matches are centered on varying objectives, and victory conditions are dependant upon the nature of the objectives teams are tasked with.
War Plots have the biggest teams (30v30). A War Plot is a fortress controlled by a Warparty. Players of a Warparty have to build the Warplot in order to increase its attack and defense possibilities. Matches are then organized by two Warparties. Victory is then obtained when players take control of the opposing team’s Warplot.