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The Secret World's site has been updated with a new developer blog detailing big changes coming with the arrival of Issue 4: Big Trouble in the Big Apple. Penned by Rasmus Harr, Senior PvP Designer, the blog is packed with information about how Funcom will alter PvP in several ways including overhauling rewards and boosting the underdog.
Read more on The Secret World's site. Associate Editor: MMORPG.com |
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11/12/12 9:26:48 AM#2
These are the PVP changes they need, but why did it take so long to implement them. PVP already pushed a lot of people away. We will see if they come back.
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11/12/12 9:30:52 AM#3
I did a PvP run on TestLive with the devs on Friday and it was a blast. |
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11/12/12 10:10:30 AM#4
Too bad they didnt implement it earlier as they lost lots of players cuz of this already - but it seemes to be a pattern most mmo devs have these days - they need the money grabs.
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11/12/12 10:50:52 AM#5
Agree with the other posters , and while this wasn't my only problem with Fusang ( it's still entirely too much a pve circle with some pvp mixed in ) , how do "professional" developers not have something like this in initially ?
This was easily something that was known to be a problem even pre launch and pointed out multiple times yet months later something finally implemented about it. I just don't get how devs miss such glaring emblems. |
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11/12/12 10:52:38 AM#6
Problems not emblems , and its not just Funcom either , it's almost every mmorpg dev nowadays that has major issues and obvious ones pointed out pre launch that are ignored until its too late.
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11/12/12 11:01:41 AM#7
Originally posted by Dahkot72 I wouldn't be so harsh. Everyone is a genious when spouting nonsense on the forums but in reality if you were the one in charge you would probably have screwed something up as well. Everything is obvious when it has already happened.... |
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11/12/12 11:04:33 AM#8
No Kuppa - that specific problem of Fusang WAS pointed out many times in closed and open beta - didn't take a genius to foresee it
They should have had this in at launch. |
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11/12/12 11:17:59 AM#9
Originally posted by Dahkot72 It's called limited resources. Any project manager will tell management they get to pick two of three things: scope, money or time -- you never get all three. The ones that gets picked most often are money and time. |
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11/12/12 11:21:34 AM#10
Originally posted by Dahkot72 That's nice. They addressed the issues and didn't ignore the feedback. Again, resources and time; we're living in the real business world here. |
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11/12/12 11:26:56 AM#11
Again , this problem should have been evident at the whiteboard session that thought of Fusang.
Easy to see should have been on from beginning. No fanboy defender of funcoms track record of launching very incomplete can say this was something they shouldn't have known. They shouldn't have written line one code for Fusang without having this to start with. And it's just one example of their rushed half assed effort ruining a possibly very good game. Their failed sales by their own admission numbers wise should be an example of how rushing and launching incomplete will always fail. So they either are imcompetent devs if they truly didn't see this issue from day one of thinking of Fusang , or a company that cannot learn from many previous market examples of a rushed launch leads to ultimate failure. Either way shows why Funcom is circling the drain in financial terms. |
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11/12/12 11:30:46 AM#12
Originally posted by Dahkot72 All I'll say is that hindsight is 20-20 and that it's awfully easy to criticize as an armchair developer. |
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Yamota
Hard Core Member
Joined: 10/05/03
There's a beast within every man that stirs when you put a sword in his hand |
11/12/12 11:31:49 AM#13
Ok so maybe the time to finally get this game has come. Still, I am not seeing any reason to part guilds as the PvP seems all faction based.
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11/12/12 11:38:46 AM#14
The tired unless you program a game you can't criticize is an idiotic argument.
I can't engineer and build a new sports car but know if I test drive an early model that stalls half the time at 70 it needs to not be produced till its fixed. And if you sell it anyway ? You get killed in sales and press. Funcom did this and as a result again , their financials and sales speak for themselves. |
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11/12/12 11:39:10 AM#15
It's a good step in the right direction. My biggest issue was that the types of battleground maps TSW has, enforces one type of play which limits what type of builds that are viable.
This a issue that is unique to TSW more so than other games due to the millions of build combonations availible through the Ability Wheel. I've never been a "give us more maps" type of guy, but TSW screams for more dynamic playfields.
At the pace Funcom is turning out content, I have no doubts that my concerns will be addressed.
side note - I'd love to see a player driven battleground creator, since It doesn't look like I will be getting my PvP server ;) DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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11/12/12 11:39:32 AM#16
So, carping and woulda-coulda-shoulda comments aside, some discussion on how PVP in 1.4 is playing out now on Testlive: http://forums.thesecretworld.com/showthread.php?t=60920 http://forums.thesecretworld.com/showthread.php?t=61147
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11/12/12 11:40:47 AM#17
Originally posted by Ortwig great feedback. DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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11/12/12 12:01:07 PM#18
To those whining on how this should have been implemented earlier - that was not exactly the priority.
They did listen to people and they have been patching the game and changing stuff with every update, so its only normal that they first got game stable, then fixed out the most glaring bugs in already existing content, added mroe content and then focused on revamping on what did not work in the original content. They still listened. # A GRIM, ODD, ARCANE SKY |
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11/12/12 12:04:29 PM#19
Dahkot
It was pointed out in closed beta, I was one of the pointers |
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11/12/12 12:10:17 PM#20
They were very straight up before launch that TSW is a PvE themepark game with PvP elements. However, they may have found that the PvP players are significant enough in the player base to give them some love. |
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