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General Discussion

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News & Features Discussion  » [Column] The Secret World: Why Don't More People Play TSW?

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322 posts found
  User Deleted
3/11/14 6:24:31 PM#181

I bought a lifetime sub for this game. I really was intrigued with conspiracy theme of the game.This game was more a horror based theme with some  conspiracy thrown into the mix. It felt more  like a Hellgate London wanna be.

Sadly it just fell short of my expectations. and the game seemed unpolished. The animation looked stiff, and the human models looked lackluster. The UI took me a while to get a hang of.

The combat is just not up par with other mmos that I subscribe to like FFXIV reborn.

Maybe they should go back to the drawing board on this one like SquareEnix did.


Advanced Member

Joined: 4/20/12
Posts: 1168

3/11/14 6:32:30 PM#182
Originally posted by Beyorn

2,3,1,1,1,1,1 repeat (if melee)


1,1,1,1,1,2,3 repeat (all others)

Use some imagination, man -- you've got 7 active slots (8 with the aux weapon), not to mention the 7/8 passives.  Do something with them.  You get complete freedom, over 500 abilities to choose from, and then you use that freedom to bore yourself by using only 3 abilities?  You are your own worst enemy.

This says more about lazy gamers than it does about TSW. 


Hard Core Member

Joined: 4/19/08
Posts: 2139

3/11/14 6:33:15 PM#183
There is only one single reason I stopped to play. And that is I really dislike (maybe hate would be to strong word) BUTTON MASHING desings of games. And 7 buttons were as some point simply to much for me to handle. I lost all wish to play. I return from time to time just to check if more buttons are added. As they are not, I quit immediately afterward. I'm afraid I will soon have enough of this and TSW will join cemetery of games I once played but never to return.

Advanced Member

Joined: 8/17/09
Posts: 1137

3/11/14 6:35:26 PM#184

I see people complaining about quest hubs. There aren't any real quest hubs in TSW and were never supposed to be any. You’re supposed to pick up quests on the landscape as you explore and stumble across things. It's not a linear game, as the skill wheel demonstrates. I think they just didn't do a very good job getting this across to players.


People have always complained about Egypt but I don't get why. Personally, I loved Egypt because I was engrossed in the story, the music and the landscape. People also complain a lot about the lack of crafting, but it was never going to be crafting like other mmos. It was just to make a few things to buff your gear and discover recipes along the way.


No tutorials and poor marketing plus a really bad call on opening up beta with terribad character creation really seemed like they shot themselves in the foot. Hard to recover from that with so many layoffs.

Novice Member

Joined: 12/25/08
Posts: 1042

"If you can''t laugh at yourself there''s always someone around to show you how it''s done!"

3/11/14 6:36:23 PM#185

For me the thing that lets the game down is the combat.

1. It is clunky, repetitive & the flow is stilted, kinda like stop-motion done badly

2. The game needed a bigger range of movements & the setting called for vehicle use

3. Mob density is ridiculous in some areas, kiting is often the only strategy you can uses but kiting in the game is like trying to pull out your own teeth with a needle while wearing arctic mittens.

4. Weapon differentiation, the exact same builder routine for every single weapon is a total buzzkill.

5. Difficulty ramps up insanely due mostly to the lack of a flowing combat system & the density of mobs, when a single mob requires substantial skill to kill only for a passing mob to wander into aggro radius & escape only means running back through previously cleared areas now again densely packed the futility sets in rapidly. If you don't have a group set up to plough through packs of enemies you best go play another game. Open world needs more viable single-player because the player density is not enough to "open up" the game to grouping often or to areas being kept depopulated enough for a soloer to handle.


Novice Member

Joined: 5/31/09
Posts: 90

3/11/14 6:37:49 PM#186

 I found the combat horrible in any weapon combo that I tried . The combat animations and actions always seemed very laggy and slow. It felt like it took forever to actually kill something and I'm talking about basic trash mobs not bosses or elites.

 I liked the story telling and the way they decided to monetize it. I like the idea of paying for content as it get's released and with no other monthly fee it's not a bad deal. I just can't get past the clunky slow combat and as others have said no end game to speak of. I would just play this for a few weeks at a time as new content is added just to do the quests and see the story progression. It might as well just be a single player game. I actually think it would have been more successful if it was marketed as a single player game.



Hard Core Member

Joined: 5/24/05
Posts: 92

3/11/14 6:44:08 PM#187
My reasoning as well as a friend of mines is that while the game is good it also has a slew of issues realistically. They did not put enough content into the game so questing and leveling up further became running back to the start and getting things up more. This killed it for a lot of people. They need to expand what zones you play in and stop revisiting locations you already went to all the time. People do still play it but they would get more coming back if they actually expanded the scope of where you visit and everything. 

Spotlight Poster

Joined: 2/05/11
Posts: 1593

3/11/14 6:47:07 PM#188
Originally posted by Ice-Queen
Originally posted by Vonatar
Combat was and remains terrible, at least for me. The animations are clunky and severely outdated, weapons lacked impact (e.g. firing a pistol sounded like a cap gun) and there was no fluidity. I tried a few times to just play and get past it, but combat is a big part of an MMO and I couldn't.

Same for me

It is extremely fluid and not clunky.  The problem is the builder combat.  Spamming the same button over and over to build up gets old really fast.  I must say I did love the open world difficulty and modern setting though.  I hate when you blow through fifty mobs and not even break a sweat.  Not sure why everyone wants MMO's that way.  I don't think people want difficulty in any form in their games.  They want to autopilot from mind numbing quest to quest.


Edit:  I also loved the first Egypt zone...amazing.  It was like running into a warzone.  The most immersive zone I've been in an MMO in a long time (until I played DFUW).  It was also great as it had some fun jumping on rooftops, that weren't easy to find.  


Apprentice Member

Joined: 5/12/10
Posts: 5

3/11/14 7:06:45 PM#189

-ugly characters

-broken pvp

-not enough clothing to loot

-every zone is the same: zombies and hellspawns

-after kingsmouth the zones don't make much sense anymore

-it's an mmo best played solo

-necessity of equipping 2 weapons

-assassin deck forever broken


Advanced Member

Joined: 4/20/12
Posts: 1168

3/11/14 7:09:16 PM#190
Originally posted by Po_gg
Originally posted by Kajidourden

"Then they run through mobs of zombies spamming one single attack over and over because, “slicey good.” Of course this is boring! But it is boring because the player makes it boring. In The Secret World you can have two weapons (excluding auxiliary weapons). You have options to make any sort of character you want. Have up to seven abilities at a time, and seven passives, from over 500 skills. But people insist on spamming just one over and over. The Secret World has a complexity in its combat that I feel like these people are all missing. Combat is as boring or as complex as you make it. And for that, The Secret World deserves praise."

No.  The fact that you CAN just spam one skill over and over and have success is a monumental failure in the combat. 

Actually that's called freedom :) spamming one "slicey good" attack all the time is boring and also ineffective, you'll be facing different mobs during your play... but of course there's the freedom (not the failure), you CAN, if you want.


Apologise in advance for the lame example, but let's say you have a screwdriver. Yay, you start to use it everywhere, because you can. There's a small hiccup when first bumping into a torx, but muscle and will combined you beat the obstacle. ( :) )

Then you get the task, to make some holes. True, you CAN achieve that with turning around your trusty screwdriver (a lot), but wouldn't be more effective and much less boring to simply switch for an electric drill? :)

This.  Probably the best analogy I can think of for all the "boring, repetitive" comments.  There's always this quote too:

"Insanity: doing the same thing over and over again and expecting different results."


Advanced Member

Joined: 12/29/03
Posts: 1050

3/11/14 7:22:25 PM#191
Originally posted by Madimorga

I enjoyed the story and NPC interaction of TSW.  The writing was amazing, as was most of the voice acting.  But TTK is too long when soloing and mob density is also an issue.  Sometimes it felt like I was reading a fantastic novel that required hitting my thumb repeatedly with a hammer before I could turn another page.  I highly recommend the game to people who play with friends.  Us loners?  Only the really patient ones.


Aside from that, I'm tired of MMOs with no housing options.  Decorating my apartments with loot was one of my favorite activities from Anarchy Online, despite how limited it was.  I'll forgive a lot of flaws in a game where I can place a freshly looted lamp just so.

My issue with the game as well. It was a good horror game with all the worst parts of an MMO bundled with it.  Trinity combat that felt silly in a modern setting (which also made for bad AI) and too many kill 10 rat quests madet the cool quests grueling.  Another game that wanted to do something different but gave in to making a generic  mmorpg. with a paint over.



Hard Core Member

Joined: 8/20/03
Posts: 868

3/11/14 7:27:23 PM#192
I tried TSW and honestly, it's a few hours of my life that I will never get back.  The game just isn't fun.  However, I have a friend that has been playing it since release and he loves it, and that just about sums the game up nicely.  It's the Marmite / Vegemite of MMO's, you either love it or hate it.  I place myself in the latter group and I still have the nasty aftertaste that it left behind.

Novice Member

Joined: 5/14/06
Posts: 14

3/11/14 7:27:29 PM#193

....."So many people dismiss The Secret World before they even try it."


TSW needs to have a free trial or something. I tried to use buddy keys (2) different times and both were expired (one was my fault because cpu was down for a few weeks).

I would be more inclined to check it out if they had something like vanguard or eq2's trial of the isle.


Spotlight Poster

Joined: 11/21/06
Posts: 2423

3/11/14 7:34:12 PM#194
I like the setting and character progression but not really a fan of their puzzle type quests.

Apprentice Member

Joined: 4/18/09
Posts: 21

3/11/14 7:36:14 PM#195

I love TSW. For it's unique qualities, like the setting and story and weapon and skill variety. But endgame is really boring. There are essentially 6 dungeons that you have to repeat to progress. And the end-game progression is sloooooow. Not that other games have slow endgames too. But one does the calculation that one could spend the next couple of days to make the most minor progress in TSW, or one could play a different game and in same time period, make more progress.

Also, the faction restrictions are bad. I'm a Dragon. So that means that if I find some good players that I like to play with and they are one of the other 2 factions, I can't join their league (forgot the TSW name). I can never find an active group of Dragon that has enough members that I can jump into a group with them at any time.

All of my complaints could be remedied with a robust auto-group system. The 3rd party system that is available is worse than spamming the LFG channel.


Novice Member

Joined: 6/16/12
Posts: 48

Vexing with Voxels in . . . 2014?

3/11/14 7:36:32 PM#196

I'm a Grandmaster (lifetime) member, and have no regrets about TSW, but it's just not a game to play every day.  The missions and NPCs are great, and if Joel Bylos had even remotely held to the "content every month" goal that he committed to, then I'd be logging in every month.  The new episodes (except Issue 8) are so good that I plan weekend events around them so I have time to play.  But . . . it's been 4 months since Issue 7 "Last Train to Cairo"  . . . all we've gotten since then is a token grind non-story issue and a lame "Kill Flappy" event.

Funcom's budget woes have obviously impacted TSW as well, and the gameplay alone isn't enough to keep me at least logging in.


Advanced Member

Joined: 4/20/12
Posts: 1168

3/11/14 7:52:59 PM#197

I think there's 3 things Funcom could do to improve understanding of combat (not the combat system itself):

  1. Better tutorials or training missions to walk players through the combat mechanics (give rewards!)
  2. Revamp the pre-made decks so they more effectively make use of passives outside the active weapons
  3. Training missions showing how switching up decks and/or abilities for particular mobs or missions can make a big difference in the speed of the combat
Better animations would be nice too, but I don't see a need to revamp the entire combat system.

Novice Member

Joined: 7/27/03
Posts: 79

3/11/14 8:10:34 PM#198

The combat is still the issue even if you're not spamming one skill and you're using all of them.  First, you have to know how to use skills that compliment each other.. meaning one exploits the conditions others cause.  Some people don't realize that or it forces them to use combinations they don't prefer.  And the combat animation... you do not look epic with most of the skills.  It looks like my legs and upper body are two separate entities struggling to coordinate.

I'm no programmer but I'm assuming improving animations is a costly improvement that's just not going to happen at this point.  At least for the builder skills it would have been nice to see varied animations (like GW2 does with their base skill -- not saying GW2 is better just using it for this one specific example, so calm down).  When you have to wait for power to build, its the same animation, same sound effect over and over and over.

I do think its a quality game in terms of the story and world they've built.  I don't mind the cut scenes to get missions and the variety of things you can do is a plus.  But most of the game is still combat, and combat needs to feel more fun.  TSW clogs each map with mobs on your way to missions, which also slows you down and enforces the fact that the combat needs to be more entertaining.  You start asking "How can I avoid these mobs?"  Not because you're going to die (well sometimes, that's the case), but because it's tedious.  Most MMORPGs do a better job of masking the fact that you're doing the same thing over and over.


Novice Member

Joined: 1/26/12
Posts: 305

3/11/14 8:48:56 PM#199
I like the Secret World, but on the other hand there is no way to make anything your own. In other words, as far as I am concerned, if you don't have at least player housing in your mmo, don't bother releasing it to the market.


Novice Member

Joined: 2/21/06
Posts: 1176

3/11/14 8:49:02 PM#200
Game concept simply dosen't appeal to me.
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