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The Secret World

The Secret World 

Beta Reviews & Impressions [ARCHIVED]  » Well there's your problem...

6 Pages « 1 2 3 4 5 6 Search
111 posts found
  Domenicus

Apprentice Member

Joined: 7/09/05
Posts: 302

5/23/12 7:18:46 PM#101
Originally posted by Arkain
Originally posted by Aerowyn
Originally posted by Arkain
 

MUD is not quit like table top.

Table top precedes computers and their networks.

It is a face to face experience, that you just cannot get from a computer screen, but TSW is the closest so far (imo) EQ gave form to a table top world, but TSW, in many ways its like being at the table again. 

 

p.s. When I say "table top" I mean pen and paper roleplaying games.

yea I know table tops obviously and did some D&D back in the day.. obviously(to me at least) TSW has many influences for the story and quests from P&P games

That is right, in table top, you did not pick-up 20 quest, and you did not just look at combat as a bunch of rules.

If you had a good GM, you would end up seeing a store guide not as just a guide but as a day (or more) in your character's life.

You did not look at it as "what the group did on page 12 of "Module 2" in "Lost Sward and Souls" series.

It was remembered as it it was part of the life of the character.

The sum was grater then just the parts.

 

Its SO hard to explain that to the new MMO generation (argh, I just sound... old!!)

 

there is a lot of people who enjoy the math side of the mmo, looking for the best build to make more damage, calculating every inch of damage, DPS, the best to use with this or that... I miss the good old RPG where the fantasy and creativity were kings... 

 

In the old good D&D (the OLD one, from the Red Book), I played an elf (who was a race and a class also) and wanted to kill 2 dwarves, brothers, who were much stronger than me.... they needed wine to keep them alive (I dont know why, but, wharever...) and always walked with a full casket... It was simple: I just made a hole on that casket at night, silently... Next morning they were mad, crazy and then... Dead!! no need to calculate the DPS of my bow against their armour...

 

The history, the background, the RP, all of this was MUCH more important than the damage of my 1D6 bow ..

  Arkain

Advanced Member

Joined: 1/30/04
Posts: 500

Hows your google-Fu?

5/23/12 7:46:58 PM#102
Originally posted by Domenicus
Originally posted by Arkain
Originally posted by Aerowyn
Originally posted by Arkain
 

MUD is not quit like table top.

Table top precedes computers and their networks.

It is a face to face experience, that you just cannot get from a computer screen, but TSW is the closest so far (imo) EQ gave form to a table top world, but TSW, in many ways its like being at the table again. 

 

p.s. When I say "table top" I mean pen and paper roleplaying games.

yea I know table tops obviously and did some D&D back in the day.. obviously(to me at least) TSW has many influences for the story and quests from P&P games

That is right, in table top, you did not pick-up 20 quest, and you did not just look at combat as a bunch of rules.

If you had a good GM, you would end up seeing a store guide not as just a guide but as a day (or more) in your character's life.

You did not look at it as "what the group did on page 12 of "Module 2" in "Lost Sward and Souls" series.

It was remembered as it it was part of the life of the character.

The sum was grater then just the parts.

 

Its SO hard to explain that to the new MMO generation (argh, I just sound... old!!)

 

there is a lot of people who enjoy the math side of the mmo, looking for the best build to make more damage, calculating every inch of damage, DPS, the best to use with this or that... I miss the good old RPG where the fantasy and creativity were kings... 

 

In the old good D&D (the OLD one, from the Red Book), I played an elf (who was a race and a class also) and wanted to kill 2 dwarves, brothers, who were much stronger than me.... they needed wine to keep them alive (I dont know why, but, wharever...) and always walked with a full casket... It was simple: I just made a hole on that casket at night, silently... Next morning they were mad, crazy and then... Dead!! no need to calculate the DPS of my bow against their armour...

 

The history, the background, the RP, all of this was MUCH more important than the damage of my 1D6 bow ..

So true, so true.

  Arkain

Advanced Member

Joined: 1/30/04
Posts: 500

Hows your google-Fu?

5/23/12 7:59:07 PM#103

PSA

For anyone that wanted to know what table top gaming was like, look up "The Gamers" on youtube and "The Gamers: Dorkness Rising".

Heres a link: http://www.youtube.com/watch?v=fiTEHqAeanw

This is kinda how a old school gamer sees thing, when we played, back in the day.

  Domenicus

Apprentice Member

Joined: 7/09/05
Posts: 302

5/24/12 9:11:38 AM#104

Fantastic!!! Thanks for the link!!

  Arkain

Advanced Member

Joined: 1/30/04
Posts: 500

Hows your google-Fu?

5/24/12 3:46:29 PM#105
Originally posted by Domenicus

Fantastic!!! Thanks for the link!!

Your welcome, hope you enjoy it. 

  Poison_Adele

Novice Member

Joined: 9/01/08
Posts: 293

6/15/12 9:20:59 PM#106

Coming from someone who has played 2 beta weekends of Guild Wars 2, and one of TSW (currently downloading the client again to give it another chance). Love Guild Wars 2, not really enjoying TSW:

The same can really be said for Guild Wars 2, in fact I've found myself saying very similar things. This was my personal hope from TSW--I would love to lay down cash for an immersive experience. I went in trying to play it "like Skyrim", and ultimately last beta weekend TSW did not deliver for me in that regard.

Was the problem me? Not really, and perhaps I should be more forgiving of people who don't enjoy Guild Wars 2, either.

My problem with TSW has not been that the world was not stunning or intriguing enough--it definitely delivered in that regard. The problem was more that the game simply had no entertainment value and was more often boring than anything else. Hopefully this weekend will change that.

Either way, just putting this out here--some of us want that experience and came in ready for it. Some of us didn't find it.

  tom_gore

Apprentice Member

Joined: 2/27/09
Posts: 1803

6/17/12 10:10:18 AM#107
Originally posted by Derpybird

I kind of agree with this. They are trying to create a moody atmosphere and there are several points of interest that are worth seeing not because of quests but because visually they are really great, and contribute to that creepy mood.

There are a ton of quests that involve killing x amount of certain mobs. I don't like these and the backstory to why you're doing it is loose at best. About half the quests so far seem to be more interesting, whether they involve investiaging or the story or setting up protective wars or whatever.

I think that if they really wanted to create a game of exploration that they would thin out the density of the mobs. Nowhere in Lovecraft's works are there hundreds of bands of zombies standing in groups of 4 or densely packed seacreatures just standing there. All of these mobs makes the game feel grindy, because combat is one of the weakest aspects of this game (IMO).

If they thinned out the mobs, made them more difficult, and added more of an element of surprise I think it would help.

I was going to post, but your post made mine redundant. 100% agree.

  spookydom

Apprentice Member

Joined: 7/25/08
Posts: 1807

I'm a lvl 50 Batman!

6/17/12 10:17:53 AM#108
Originally posted by Arkain

PSA

For anyone that wanted to know what table top gaming was like, look up "The Gamers" on youtube and "The Gamers: Dorkness Rising".

Heres a link: http://www.youtube.com/watch?v=fiTEHqAeanw

This is kinda how a old school gamer sees thing, when we played, back in the day.

Love this film so much. Stumbled on it by acident years ago. Nice to see somebody else who has heard of it.

"I see no lightsaber. That would be a copyright infringement. I see a psionic spirit blade. "

  MosesZD

Novice Member

Joined: 2/10/12
Posts: 1407

6/18/12 3:37:16 PM#109

Yeah.   The same problem crops up in GW2.   Another game I'm a fan of and doesn't follow all the cookie cutter WoW-clone conventions.

 

People just constantly whine about being underleveled.   And they skip crafting (xp) and gathering (xp) and exploration to a great extent (xp) and unique monster kills (xp) and they don't start DEs (xp) and they don't complete DEs (xp).

 

Yeah, no kidding you're under-leveled...    I did that too, my first day.   Then I slowed down and played the game as it was designed to be played instead of a YAWC (yet another WoW clone).

 

I see that in TSW.   This is not a game for the unthinking quest-hub, cookie-cutter-macro-fighter kind of MMO player.   Because that will not work. 

  ShakyMo

Apprentice Member

Joined: 11/21/11
Posts: 7246

6/18/12 5:10:36 PM#110
Originally posted by MosesZD

Yeah.   The same problem crops up in GW2.   Another game I'm a fan of and doesn't follow all the cookie cutter WoW-clone conventions.

 

People just constantly whine about being underleveled.   And they skip crafting (xp) and gathering (xp) and exploration to a great extent (xp) and unique monster kills (xp) and they don't start DEs (xp) and they don't complete DEs (xp).

 

Yeah, no kidding you're under-leveled...    I did that too, my first day.   Then I slowed down and played the game as it was designed to be played instead of a YAWC (yet another WoW clone).

 

I see that in TSW.   This is not a game for the unthinking quest-hub, cookie-cutter-macro-fighter kind of MMO player.   Because that will not work. 

THIS.

And its why I like both games.

Im more of a PVPer, but i find the PVE acutally fun for a change in both these games.

You cant play them one handed while spaming your macro button and watching tv. 

Neither game is "he who grinds longest wins", especially GW2.  but TSW pretty good that way as it has inverse power curve, once your past mid game its about diversity not raw power.

which unfortunatley may cost both games players, but hey ho, sometimes you gotta make art not product.

  madjonNZ

Apprentice Member

Joined: 12/13/07
Posts: 143

6/18/12 5:38:17 PM#111

just like GW2 - the Devs need an intro that says

   " this game plays differenlty to other MMO's, heres how.... blah blah..."

 

about 15 bullet points to start altering your perceptions would be a great and helpful start for new or experinced players to these MMO's.

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