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News & Features Discussion  » The Secret World: Deck System Introduced

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28 posts found
  Nailzzz

Novice Member

Joined: 12/04/08
Posts: 489

2/08/12 12:11:03 PM#21
Originally posted by AdamTM
Originally posted by Nailzzz
Originally posted by nomss

Originally posted by ProfRed


Originally posted by nomss


So we have 14 active abilities unlike in TOR where we have 30+?


Read again, we only have 7 active abilities and 7 passive abilities on our loadout at any time.  Think more like Guild Wars where you can collect 500 skills, but alter your loadout with 7 active/7 passive when out of combat.  You can adjust them on the fly like if a boss wipes your party you can try altering skills, add more off heals, etc.


... and seriously do we need to compare these games?  They are almost nothing alike.  If you love SWTOR with 30+ skills (of which less than 7 are usually frequently used by most classes) then that is awesome.  I personally like the ability to have 500 skills and customize my character how I want instead of having the exact same setup as almost every other player who plays my class.



 



I only gave TOR as an example to clarify my question.


Are we able to adjust our deck during fights?

     Seeing as how the game isnt instanced, yes you will be able to switch skills between fights. Its otherwise very similar to what Guild Wars did with there skill system. Just with the added dimension of being able to have an equal number of passive skills that will affect your active skills. Also the game doesnt just toss all 500 skills at you at once. You will gradually obtain skills as you play the game (also much like Guild Wars) so players will have time to learn about there new skills before gaining there next one. As a fan of the Guild Wars skill system im very pleased with this decision as it ensures that every skill in your build will be useful rather than having a bunch of skills taking up space on your ui that you might use once in a blue moon, which will allow you to focus on the game itself.

When you play TSW you need to forget everything that you know about MMORPG combat. There is no "right way to play" or "optimal build".

There will be situations where different synergies do different things. For example, a single-target DPS rifle + an elementalism build with DOTS might be a bad synergy AGAINST HORDES OF ZOMBIES, but excellent for bosses and single tougher mobs. Whereas a shotgun AOE + rifle AOE healing build might really suck against tough single targets. 

The combat should be extremely diverse and situational, you need to learn everything from scratch here, switching skills out before an encounter is probably encouraged, nay, necessary, at times.

I really hope that they will include a tool that will enable you to create your own skill-builds for quick switching, the skill-wheel is just way too clunky if i look at it in the demo-videos.

 

PS: quick correction on the green highlight, the game is instanced in the same way AOC is, thats obvious from the developer vids with a hub city etc. Also skill-switching in dungeons is restricted to be only performed at anima-wells, so you need to pay attention to the clues as to what you will face in the next segment of the dungeon. I.E. NPCs will give you clues that you might encounter for example Draugr, which are vulnerable to fire so an elementalism build might be in order, etc.

     I never wasted my time on AoC so i cant speak much of the comparison. It seems closer to Aion as far as the world goes. I wouldnt call it so much instanced as zoned. I know its probably a matter of differing definitions, but id rather not have people assuming that its going to be a boxed in experience where you wont see other players, like the kind of comparisons people mention of GW1. I've already seen people try to paint this game in the same light as a fully instanced hub and id rather not encourage that disinfo. Besides at this point there arent alot of mmo's out there that dont use zones.

  heavyhebrew

Novice Member

Joined: 3/29/10
Posts: 313

R.I.P Ass Dan. He ate the dirt, yo.

2/08/12 12:44:38 PM#22

With this idea for Decks in TSW and with Guild Wars 2 own simplified yet complex skill system....damn it feels good to be a gamer.


TRUST THE COMPUTER! THE COMPUTER IS YOUR FRIEND!

Stay Alert! Trust No One! Keep Your Laser Handy!

Yellow Clearance Black Box Blues!

  RelGn

Novice Member

Joined: 3/30/05
Posts: 515

2/08/12 12:46:07 PM#23

Interesting although im afraid of funcom.


  AdamTM

Novice Member

Joined: 5/05/05
Posts: 1395

I'M PUNCHING YOUR SALAD!!!!

2/08/12 12:49:58 PM#24
Originally posted by Nailzzz
Originally posted by AdamTM
Originally posted by Nailzzz
Originally posted by nomss

Originally posted by ProfRed


Originally posted by nomss


So we have 14 active abilities unlike in TOR where we have 30+?


Read again, we only have 7 active abilities and 7 passive abilities on our loadout at any time.  Think more like Guild Wars where you can collect 500 skills, but alter your loadout with 7 active/7 passive when out of combat.  You can adjust them on the fly like if a boss wipes your party you can try altering skills, add more off heals, etc.


... and seriously do we need to compare these games?  They are almost nothing alike.  If you love SWTOR with 30+ skills (of which less than 7 are usually frequently used by most classes) then that is awesome.  I personally like the ability to have 500 skills and customize my character how I want instead of having the exact same setup as almost every other player who plays my class.



 



I only gave TOR as an example to clarify my question.


Are we able to adjust our deck during fights?

     Seeing as how the game isnt instanced, yes you will be able to switch skills between fights. Its otherwise very similar to what Guild Wars did with there skill system. Just with the added dimension of being able to have an equal number of passive skills that will affect your active skills. Also the game doesnt just toss all 500 skills at you at once. You will gradually obtain skills as you play the game (also much like Guild Wars) so players will have time to learn about there new skills before gaining there next one. As a fan of the Guild Wars skill system im very pleased with this decision as it ensures that every skill in your build will be useful rather than having a bunch of skills taking up space on your ui that you might use once in a blue moon, which will allow you to focus on the game itself.

When you play TSW you need to forget everything that you know about MMORPG combat. There is no "right way to play" or "optimal build".

There will be situations where different synergies do different things. For example, a single-target DPS rifle + an elementalism build with DOTS might be a bad synergy AGAINST HORDES OF ZOMBIES, but excellent for bosses and single tougher mobs. Whereas a shotgun AOE + rifle AOE healing build might really suck against tough single targets. 

The combat should be extremely diverse and situational, you need to learn everything from scratch here, switching skills out before an encounter is probably encouraged, nay, necessary, at times.

I really hope that they will include a tool that will enable you to create your own skill-builds for quick switching, the skill-wheel is just way too clunky if i look at it in the demo-videos.

 

PS: quick correction on the green highlight, the game is instanced in the same way AOC is, thats obvious from the developer vids with a hub city etc. Also skill-switching in dungeons is restricted to be only performed at anima-wells, so you need to pay attention to the clues as to what you will face in the next segment of the dungeon. I.E. NPCs will give you clues that you might encounter for example Draugr, which are vulnerable to fire so an elementalism build might be in order, etc.

     I never wasted my time on AoC so i cant speak much of the comparison. It seems closer to Aion as far as the world goes. I wouldnt call it so much instanced as zoned. I know its probably a matter of differing definitions, but id rather not have people assuming that its going to be a boxed in experience where you wont see other players, like the kind of comparisons people mention of GW1. I've already seen people try to paint this game in the same light as a fully instanced hub and id rather not encourage that disinfo. Besides at this point there arent alot of mmo's out there that dont use zones.

I guess its semantics/technobabble, when someone says "Zoned" im expecting a large interconnected world with no loading-times, but in TSW you have loading-screens between "zones" making them really instances imho.

But its a technicality really, the zones are quite big from what we have seen in the demos and you will probably not run out of content for hours before you have to move on to the next one and thats what counts.

  Opapanax

Novice Member

Joined: 10/29/11
Posts: 983

Most Morbid One

2/08/12 1:11:38 PM#25
Originally posted by AdamTM
Originally posted by Opapanax
 

As for having multiple builds and being able to swtich between them. Do people think it will be something like Rifts, where you can change between combat? or will you be able to switch builds 'during' combat and then have your new set of passives and actives set?

"Builds" can be switched out of combat only, or at least thats what we know so far. In dungeons skills can only be switched at anima-wells that are strewn about in every "chapter" of the dungeon.

Cool, I could see them trying to do it in both fashions. It would maybe spoil it a bit to switch while in combat, it would really just lend itself back to having everything active at once. So that is a solid choice on their part.

PM before you report at least or you could just block.

  smh_alot

Apprentice Member

Joined: 1/10/12
Posts: 990

2/08/12 2:06:53 PM#26
Nice! I like the whole Magic the Gathering kinda idea, where you engineer your deck out of the collection of skills you've built up. Liked it in GW, will probably also like it in TSW. Especially the synergy combos with the State thing sounds like fun.
  garry

Novice Member

Joined: 4/16/05
Posts: 264

2/08/12 2:09:51 PM#27

The multiple 'builds - souls' system that I tried in the Rift Beta was simply an immersion breaker for me. Always felt that I was missing something or failing to 'do-it-right'. Never really felt immersion with the character. The deck systems sounds good enough as long as we can develope our character with non-deck skills - experiment as mentioned above. I do appreciate the 7/7 system as reducing the complexity of high level play is better for my own playstyle - I can concentrate more on the situation than remembering what the heck this icon does on a line of icons.


 


I really appreciate the idea that we can customize the look of our characters. This is one of the most important immersion factors in any MMO. I am playing, and loving, SWTOR. But the simple fact is that I cannot get my character to look how I want, either in build or clothing/armor etc.. I hope they improve the CC soon. TSW looks to grab me immediately in the outfitting side. (please!!!!). I hope decks do not become a locked in 'take this and nothing else' system. I do not get the impression that such is the case. One can only hope.


  User Deleted
2/08/12 2:46:27 PM#28

This is pretty sweet. I'm digging the fact that with only 7 active abilities at any given time, I wont have to move my hands at all to reach all my hotkeys (5 for the right hand, two for the left).

Bill I hope you're right about predicting an influx of new info. Time to reveal the crafting system!

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