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The Secret World

The Secret World 

General Discussion  » So how does the game work?

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64 posts found
  MMOExposed

Spotlight Poster

Joined: 6/17/10
Posts: 5102

 
OP  5/07/12 3:48:46 AM#1
I havnt been following the game like a fan. Can somebody sum up the interesting, and controversial parts of this game, and when it plans to release?

  Phry

Elite Member

Joined: 7/01/04
Posts: 3910

5/07/12 3:52:41 AM#2
Originally posted by MMOExposed
I havnt been following the game like a fan. Can somebody sum up the interesting, and controversial parts of this game, and when it plans to release?

....

  MMOExposed

Spotlight Poster

Joined: 6/17/10
Posts: 5102

 
OP  5/07/12 4:08:34 AM#3
Hey can you dodge attacks in this game?
Is it open world like WoW, or most Instanced like AoC?
What's the main selling point feature?

  Bjelar

Elite Member

Joined: 4/07/12
Posts: 187

5/07/12 4:30:03 AM#4

Last thing first, release is scheduled for June 19th.

The game will be instanced.

The game is pretty much your standard themepark MMO. What sets it slightly apart is the ability-wheel (no classes) and the modern setting. Very little is known, since the NDA seems to be working (as far as I can tell).

Friday that's gonna change, then the first beta-weekend-event will take place and I expect massive leaks. 

  thark

Elite Member

Joined: 1/01/03
Posts: 946

5/07/12 4:31:25 AM#5
Originally posted by MMOExposed
I havnt been following the game like a fan. Can somebody sum up the interesting, and controversial parts of this game, and when it plans to release?

Inspiration from HP Lovecraft and S King

 1. Huge focus on story..Where you dont have 20 diffrent quests in one area ..You have a few so that what you do never get's confusing. Voice overs in the same ballpark as SWTOR.

2 . A level less system with a skill wheel (500 skills) that let's you unlock skills on it, you can then have 7 active and 7 passive skills from that wheel..and you can change these 14 skills based on the number you have unlocked.

3 . A World that is based from an alternative version of our world, Hong Kong , London etc , never been done before in an MMO.

4. Modern Setting .(.2012 esque time ?)

Release date 19 June

  arieste

Hard Core Member

Joined: 10/11/04
Posts: 2386

5/07/12 7:27:56 AM#6
Originally posted by MMOExposed
Hey can you dodge attacks in this game?
Is it open world like WoW, or most Instanced like AoC?
What's the main selling point feature?

No you can't.  At least not in the sense of "press X to dodge", obvoiusly you can position yourself to avoid damage but i don't think that is what you meant.

 

Yes it is open world, yes it is instanced.   Both games you mention have open world zones as well as isntances, TSW has both of those as well.

 

Main selling features are storyline, setting and classless progression system.

 

"I’d rather work on something with great potential than on fulfilling a promise of mediocrity."
- Raph Koster

Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2
Currently Playing: EQ2, NW, Defiance

  rpgalon

Novice Member

Joined: 3/04/11
Posts: 432

5/07/12 7:36:37 AM#7
  dancingstar

Elite Member

Joined: 11/19/11
Posts: 197

5/07/12 9:10:19 AM#8
Originally posted by Bjelar

Last thing first, release is scheduled for June 19th.

The game will be instanced.

The game is pretty much your standard themepark MMO. What sets it slightly apart is the ability-wheel (no classes) and the modern setting. Very little is known, since the NDA seems to be working (as far as I can tell).

Friday that's gonna change, then the first beta-weekend-event will take place and I expect massive leaks. 

According to a dev post on the forums the game uses a similar zone system to AoC (disclaimer: I never played AoC past Tortage); given the zones are based on real-world locations from all over the world it cannot be truly open-world but it seems the majority of zones are not instanced a la Guild Wars but the reference to a player cap per zone suggests the use of channels in non hub town zones (I have seen much confusion on this site and elsewhere between the concepts of zones, shards / virtual servers, instances, channels, &c).

As for the coming beta weekends they are not under NDA (per funcom_tsw Twitter) so "leaks" is not really the right word.

  ShakyMo

Elite Member

Joined: 11/21/11
Posts: 7246

5/07/12 9:25:47 AM#9
Combat wise its pretty similar to gw2
Zoning wise its not as bad as swtor or Aoc, more on a par with warhammer or coh
  GoldenArrow

Hard Core Member

Joined: 6/09/08
Posts: 796

5/07/12 10:12:41 AM#10

All the important abilities from boss/mini-boss monsters will be shown on the ground so you are required to move out of them. Also some abilities might have dodge possibilities but there's no actual "DODGE" key like in GW2.

  Kuppa

Elite Member

Joined: 9/24/10
Posts: 3214

The problem with censorship is ********

5/07/12 10:19:36 AM#11
Originally posted by ShakyMo
Combat wise its pretty similar to gw2
Zoning wise its not as bad as swtor or Aoc, more on a par with warhammer or coh

The combat is similar to GW2? From the videos Ive seen it doesn't seem very similar to me. From movement to the trinity it seems pretty different.


  ShakyMo

Elite Member

Joined: 11/21/11
Posts: 7246

5/07/12 10:22:46 AM#12
Everything can be fired on the move
Your picking a limited set of skills from a pool
True los
Collision detection
States system and combos across party members

Ok gw has downed state and dodge button, where as you dodge in tsw by loosing los, tsw makes more use of cones, but they're pretty similar with movement being so important and the way you combine effects.
  Kuppa

Elite Member

Joined: 9/24/10
Posts: 3214

The problem with censorship is ********

5/07/12 11:15:54 AM#13
Originally posted by ShakyMo
Everything can be fired on the move
Your picking a limited set of skills from a pool
True los
Collision detection
States system and combos across party members

Ok gw has downed state and dodge button, where as you dodge in tsw by loosing los, tsw makes more use of cones, but they're pretty similar with movement being so important and the way you combine effects.

I would say trinity is pretty important too and makes the games complete opposites. In GW2 you don't really need dedicated tanks or healers.


  ShakyMo

Elite Member

Joined: 11/21/11
Posts: 7246

5/07/12 11:21:41 AM#14
And you don't in tsw either, you just need enough skills across the party for whatever the encounter. Some encounters require all rdps for instance, the game is designed so you switch your decks a lot.
  Kuppa

Elite Member

Joined: 9/24/10
Posts: 3214

The problem with censorship is ********

5/07/12 11:24:21 AM#15
Originally posted by ShakyMo
And you don't in tsw either, you just need enough skills across the party for whatever the encounter. Some encounters require all rdps for instance, the game is designed so you switch your decks a lot.

Im not sure we know that is true. I haven't seen the developers say that and to have a trinity-less based system it really has to be designed from the beggining. We have very little info on how a team without a healer or tank would fare since there are no videos or experiences, that I know of. All the developer "tours" Ive seen there is always a healer.

I doubt everyone in the team will be bringing their own heal skill and as far as I know there are no pots in TSW either, so you basically need a healer. Im not sure if there are any aggro skills, but if there are any that indicates there is tank mechanics.


  ShakyMo

Elite Member

Joined: 11/21/11
Posts: 7246

5/07/12 12:15:25 PM#16
Ah what I meant was you don't need a pure healer.

The best comparison would be city of heroes. This would be on normal mode, a lot of leeway in group composition.

On hard mode, you will be expected to bring multiple decks and switch them before each encounter. For instance there is one boss you can't tank at all and would struggle to heal through, on this encounter everyone uses rdps builds and uses the environment to avoid the bosses gaze.
  arieste

Hard Core Member

Joined: 10/11/04
Posts: 2386

5/07/12 12:41:43 PM#17
Originally posted by Kuppa

I would say trinity is pretty important too and makes the games complete opposites. In GW2 you don't really need dedicated tanks or healers.

I'm fairly sure that GW2 will still make players with certain sets of abilities to rely on other players with different sets of abilities. At least if they intend to create any challenging group combat mechanics.  It'll be interesting how GW2 turns out in that regard.

 

At the moment, we know for sure that challenging content CAN be created with a trinity system.  It's questionable as to whether  a game without such depenencies can create equally compelling content.  20 people having to co-ordinate abilities tends to be more involved than 20 people each doing their own thing until the mob dies.

 

My guess is that GW2 will make characters rely on other characters.  If it's not a tank relying on a healer for heals, it'll be "spec A" relying on "spec B" for something else in order to defeat an encounter.   So in the end, it ends up being pretty similar in effect and allows for exciting and challenging group dynamics.

 

The nice thing about TSW is the strategic component in deciding what each character brings to a fight - do they bring a heal? an AoE? a stun resistance?  a group buff?  etc.    Which oddly, is somewhat akin to GW2 and weapon switching, with different weapons allowing (from what i understand) different characters to bring different things to an encounter.   

"I’d rather work on something with great potential than on fulfilling a promise of mediocrity."
- Raph Koster

Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2
Currently Playing: EQ2, NW, Defiance

  TheYear1500

Advanced Member

Joined: 4/14/12
Posts: 150

5/07/12 12:55:04 PM#18
Originally posted by arieste
Originally posted by Kuppa

I would say trinity is pretty important too and makes the games complete opposites. In GW2 you don't really need dedicated tanks or healers.

I'm fairly sure that GW2 will still make players with certain sets of abilities to rely on other players with different sets of abilities. At least if they intend to create any challenging group combat mechanics.  It'll be interesting how GW2 turns out in that regard.

 

At the moment, we know for sure that challenging content CAN be created with a trinity system.  It's questionable as to whether  a game without such depenencies can create equally compelling content.  20 people having to co-ordinate abilities tends to be more involved than 20 people each doing their own thing until the mob dies.

 

My guess is that GW2 will make characters rely on other characters.  If it's not a tank relying on a healer for heals, it'll be "spec A" relying on "spec B" for something else in order to defeat an encounter.   So in the end, it ends up being pretty similar in effect and allows for exciting and challenging group dynamics.

 

The nice thing about TSW is the strategic component in deciding what each character brings to a fight - do they bring a heal? an AoE? a stun resistance?  a group buff?  etc.    Which oddly, is somewhat akin to GW2 and weapon switching, with different weapons allowing (from what i understand) different characters to bring different things to an encounter.   

 

After playing the last BWE on GW2 what you said is not in anyway how GW2 works.  

  arieste

Hard Core Member

Joined: 10/11/04
Posts: 2386

5/07/12 1:07:01 PM#19
Originally posted by TheYear1500 

 

After playing the last BWE on GW2 what you said is not in anyway how GW2 works.  

So GW2 encounters do NOT require players to rely on skills/abilities of other players?

 

I've not played GW2 myself, but looking up the Wiki just now, it says that the combat system revolves around the trinity of "Damage", "Support" and "Control" abilities executed by different players.  Which while being different from "Heals", "Taunts" and "Damage" of the "traditional" MMO trinity, still seems like a similar cross-reliant system.

 

I'm just guessing here, feel free to explain.  I'm interested in both games, so would be good to know.

"I’d rather work on something with great potential than on fulfilling a promise of mediocrity."
- Raph Koster

Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2
Currently Playing: EQ2, NW, Defiance

  TheYear1500

Advanced Member

Joined: 4/14/12
Posts: 150

5/07/12 1:14:18 PM#20
Originally posted by arieste
Originally posted by TheYear1500 

 

After playing the last BWE on GW2 what you said is not in anyway how GW2 works.  

So GW2 encounters do NOT require players to rely on skills/abilities of other players?

 

I've not played GW2 myself, but looking up the Wiki just now, it says that the combat system revolves around the trinity of "Damage", "Support" and "Control" abilities executed by different players.  Which while being different from "Heals", "Taunts" and "Damage" of the regular trinity, still seems like a similar cross-reliant system.

 

I'm just guessing here, feel free to explain.  I'm interested in both games, so would be good to know.

What they mean by that is that all classes can perform thoses actions,  not that any one class will just be doing that role.  Its kind of hard to explain.  You are not relying on other players to provide skills/abilities.  They built the game with the idea that you can bring the player not the classes (lets just assume it works, no one has played the game to such a degree to prove or disprove this yet).   Personal skill is going to be much more important in GW2 than in most other games.  Each class will be brining each of those three, the players spec will deturmine what that player brings to a fight,  That player might be more on the side of damage, or support, or they might be a balance of those.  You should never see LF1M support.    

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