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All Posts by Ortwig

All Posts by Ortwig

52 Pages 1 2 3 4 5 6 7 » Last
1031 posts found

Below is a link to a rundown of all the DLCs (Issues 1-4 are now included in the game).  Each issue has some pretty cool content, and Issue 9 adds the new zone in Tokyo.

http://massively.joystiq.com/2014/07/31/chaos-theory-the-value-of-the-secret-worlds-dlcs-part-2/ 

Originally posted by daltanious
Originally posted by Dreamo84
I hate reading about this game. Just because I have a lifetime sub and if the combat was more enjoyable I would probably be in love :-(. As it is I wander in once in a while but I never quite get really invested in the game. Maybe I should try just Roleplaying or something.

Not sure for you about combat being more enjoyable, by my wish to play TSW has been brutally killed by that one SILLY SINGLE ACTIVE TOOLBAR! Aghrr .. how i hate button mashers in PC world. :-) And unfortunately same will happen to Wildstar in few weeks (will not renew first sub).

But maybe there are not so many that hate that limit as I do.

Make sure to rotate some new abilities in there from your wheel once you get them.  Yeah, number of slots is limited, but you've got over 500 abilities that can go in there -- imagine Wildstar is similar.

Ah the "clunky combat" parrots have once again left their caves and flocked to a TSW article on MMORPG.com, even though the article was not asking about this.  Sigh, yes, a nice article.

Play myself?   Nah, though I suppose he's alternate me with some made up stuff in the back of my head about his background and how he came to be a be.  Ex-military, living in Seoul, the Dragon found him -- he's good with his 2nd career.

Weapons.  I definitely like my blade/chaos combo, and have been primarily using it for soloing.  I use shotty/elementalism and this make for a nice dps deck.

Faction.  Dragon all the way, baby.  They know what's up and are probably best equipped to handle it.  Subtle but don't lack for sense of humor.  Great recruiting program too, btw.  ;)

 

Originally posted by eviceus
Originally posted by Haralin

THe game has very good Quests but the worst combat system in history (ok that was a bit harsh :D).

 

The combat system prevented me to go on in this game.

I feel many people starting with this game feel this way simply because their choices at the start are extremely limited

(since at start you know very low number of active abilities).

This however changes completely as you progress and the ability system is actualy one of the most complex around.

Maybe Funcom should consider giving beginner players bigger AP (ability point) pool at the start so they can get little  more variety from get-go.

But seriously, filling the basic abilities for your first two weapons shouldnt take more then maybe 10 hours of gameplay..

Hmm, I think you may on something here.  At least initially, you are picking only a few abilities to add to the deck and probably aren't doing a heck of a lot with synergy, especially if you aren't using any of the pre-made decks or following any of the deck building advice.  It's very easy to just end up spamming a bunch of (or one or two?) random abilities without understanding how they work together.  

My guess is that frustration sets in before players get a chance to see everything playing together nicely.  It's also VERY easy to think you need only one weapon, since you leave the training HQ with only one.  Better tutorials or guidance at the outset would be useful, and Funcom has shown some interest in doing more of that.

Sweet! Hope you are having fun with the anniversary event.
Similar reasons:

No levels
Reasonable mix of vertical and horizontal progression
Questing that requires thought
Flexibility emphasis over gear focus
Deck system
Fantastic story
It's got character - not your typical bland generic MMO
X-filish atmosphere and theme.
Quick question on embedding videos -- tried adding the shared link in the YouTube Video input but nothing was shown in the post.  Is it still possible to embed videos within posts?  Did a straight link for now, but is there some trick to embedding the snapshot to th vid in the post?
Originally posted by MightyUnclean

Is there a free trial?

 

Thanks!

Sent a 3-day trial key to your mmorpg mail.

Originally posted by Tolmos

This game has been sitting on the top since it came out, and I've found myself, on more than one occasion, wondering why.

This isn't a post bashing the game, but an honest question from someone who hasn't put any real time into it. I attempted to play it a while back, got about an hour in and wasn't feeling it. I simply didn't give it enough time to really show me much of anything, I suppose, and wrote it off.

But as it sits here, #2 on the list still, I can't help but wonder what it is that I'm missing. What is different here than other games?

Point I'm getting at is that I'm interested again and want a rundown of what awaits me lol. =D

You might want to check out the trailer -- most of it is in-game footage:

http://youtu.be/h4mBS0SQfp8

Originally posted by JeroKane
Originally posted by MightyUnclean
Originally posted by Soandsoso
Originally posted by MightyUnclean

An old article, but apparently TSW did not live up to Funcom's expectations:

 

http://www.nowgamer.com/news/1561886/the_secret_world_flops_funcom_focusing_on_smaller_projects.html

 

"Funcom has now said it will concentrate its attentions on "smaller, more focused online games" after confirming its belief that The Secret World will sell less than half what they forecast for launch year, with plans to layoff around half its employees."

 

Did the game make an amazing comeback?  I'm not that familiar with its history.

[mod edit]

I'm not trolling.  I'm surprised that you have to pay $29.99 to try this game.

 

I'm not trying to be a dick, I'm just thinking that this is a high barrier to entry for a game that did not perform as expected.

 

http://www.funcom.com/investors/the_secret_world_update

 

Following the launch of The Secret World on the 3rd of July 2012, Funcom's share price has decreased significantly. The company attributes this mostly to the aggregate review score, the "Metascore", for the game at MetaCritic (www.metacritic.com) together with other public sources for tracking the performance of games.

While there are very positive reviews, there are as well mixed or average reviews from various press outlets, giving an aggregated score for The Secret World of 72 out of 100, which is to be considered low, and not in line with the positive feedback received during the beta phases from both press and players.

That article is false.

The "real" reason why Funcom´s Stock took a nosedive, is because the then CEO of Funcom illegially dumped his stock just before launch, without announcing it in advance (which he was suppose to do). He is currently still under investigation and facing prosecution.

Another Funcom Stock holder discovered it around launch that the CEO had suddenly dumped his Stock and notified the press and the authorities.

That´s what caused the nosedive of Funcom´s Stock and when all the Financial problems started for them.

The CEO ran off with the Money and the result was that over half the people were laid off after that summer!

All of which has absolutely zero to do with the quality of the game and the devs who are admirably supporting it.

Originally posted by Aureljus

And which weapon should I use mainly for storyline soloing? 

I prefer something that does heavy dmg, so my options are either rifle or hammer - any suggestions about this?

 

There are quite a few builds you can make, and there is no One True Build -- game is about flexibility in build and adapting to changing circumstances.  That said, here's a place to check out build options -- also be sure to check out the TSW forums.

http://tswdb.com/builds

 

 

 

 

 

Game is definitely worth $30.  You get:

  • Full access to 8 zones, no restrictions
  • Full access to all weapons, factions, characters
  • 3 levels of dungeons, one in each zone (normal, elite, nightmare)
  • Full access to 8 open world lairs
  • Issues 1-4, which includes the NYC Raid
  • Access to the full epic story
  • Full access to the 3 PvP battlegrounds and the fight clubs
  • 1200 cash shop points when you complete 30 missions, which is enough to buy one of Issues 5-8
  • No restrictions or barriers to in-game events
  • You basically get the full base game
All that said, there are frequent sales going on at Steam, Amazon, Origin and Green Man Gaming, so keep an eye out.  You can also request a 3-day buddy key on the forums here.

Well, the first comment is a little on the trollish side, but why not talk about the top 7?  What are the merits and deficiencies of each and why are they there?  Are they worthy in 2014?

1. Guild Wars 2

2. The Secret World

3. Final Fantasy XIV: A Realm Reborn

4. Rift 

5. Darkfall: Unholy Wars

6. WildStar

7. EVE Online

For me, it's really about the more thoughtful approach the game takes.  Quests are not simply throwaway "kill 10 rats" tasks, but more substantial stories that require attention and use of brain.  In fact the whole game is more tightly locked into the overall story, and almost everything in it -- the lore, the cutscenes, the mission purpose, the faction backstory, the dungeons, the investigations --  reveal glimpses into what is going on overall.   The game just throws you in and you discover as you go -- it's like playing an X-Files episode.

Yeah, people complain about combat, but they are completely missing the point of the game -- which is about story, discovery, flexibility in your build, taking your time, adapting to circumstances and horizontal progression.  If you are a power gamer looking to epeen your uber gear at the highest level, TSW is not really the game for you.

Lead designer of vanilla WoW and Burning Crusade is moving on.  What say you?

http://wow.joystiq.com/2014/07/03/rob-pardo-is-leaving-blizzard/

 

 

 

Originally posted by MadFrenchie
Originally posted by Ortwig
Originally posted by Kyleran
Originally posted by Ortwig
Originally posted by Naevius
Would Magic be a better game if you had ALL the cards in your deck?

This.

Would chess be a better game if you could only chose 6 pieces to play with, instead of the full set?

All depends on the game design, and I don't favor games where the element of winning involves more luck in guessing what your opponent will bring to the fight rather than how well they employ the skills at their disposal.

 

The analogy of chess to MMORPGs is wrong here.  The question is would chess be a better game if there were 200 pieces and were played on a 400x400 square board?  

The limited number model is pretty standard for gameplay, and the analogies of more players on a sports team than playable positions are accurate.  The coach picks which players make best sense for a particular match.  Recipes have a set number of ingredients, but there are thousands of possible choices that can be used in cooking.  Magic the Gathering has a limited number of cards allowed in the deck but thousands of cards to choose from.

The limited model actually pushes players to think about their choices AND it introduces more variety to the game.  TSW has 8 active slots and 8 passive slots, but 525 skills to choose from.  This works out to 77,258,540,228,633,700,000,000 possible builds, and even if only 1 millionth of 1% of those are viable that's still 772,585,402 possible builds.  Here's math: http://karl3d.wordpress.com/2012/08/03/tsw-builds-final/

Finally, it pushes for matching your build or deck to a particular challenge.

Sure, you can have your 200x200 chessboard, but how many pieces do you really use?  I assert that players are actually creating more cookie cutter builds in a WoW-style game than they do with limited slots and pools of abilities.

(By the way, a chess-like game where you could pick 6 "types" from a 200-piece pool for a match would be kinda cool.)  ;)

The whole "building your deck for a particular challenge" thing only works if you know exactly what you're facing in that particular challenge.  AKA, that same dungeon you've ran 5 times before.  That's boring to me.  It simply means I shuffle some skills around before I start, knowing full well the content I'm about to experience.

 

I'd rather be given an unlimited skill bar and not know exactly what I'm facing going into the battle so I can adapt on the fly and use the abilities best suited to the given situation.

 

Limited skill bar + unknown nature of challenge = luck if you happen to build your "deck" to suit the challenge.  I'd rather not rely on luck.

Well, in most MMOs these days there's very little random element to encounters -- people know (and are expected to know) what they are getting into; hell, there's thousands of YouTube videos and addons that are designed to tell you EXACTLY what to do in a dungeon, raid, what have you.  There are raid groups who will kick you if you don't know EXACTLY what to do when.  So that's more a criticism of dungeon design and player culture than on skillbar systems.  

I think the nicest tradeoff would be encounters designed to keep players on their toes (a random element), but the ability to quickly and efficiently slot in certain abilities once you know what's going on.  A few games are experimenting with this, but we're definitely not there yet.

Originally posted by Kyleran
Originally posted by Ortwig
Originally posted by Naevius
Would Magic be a better game if you had ALL the cards in your deck?

This.

Would chess be a better game if you could only chose 6 pieces to play with, instead of the full set?

All depends on the game design, and I don't favor games where the element of winning involves more luck in guessing what your opponent will bring to the fight rather than how well they employ the skills at their disposal.

 

The analogy of chess to MMORPGs is wrong here.  The question is would chess be a better game if there were 200 pieces and were played on a 400x400 square board?  

The limited number model is pretty standard for gameplay, and the analogies of more players on a sports team than playable positions are accurate.  The coach picks which players make best sense for a particular match.  Recipes have a set number of ingredients, but there are thousands of possible choices that can be used in cooking.  Magic the Gathering has a limited number of cards allowed in the deck but thousands of cards to choose from.

The limited model actually pushes players to think about their choices AND it introduces more variety to the game.  TSW has 8 active slots and 8 passive slots, but 525 skills to choose from.  This works out to 77,258,540,228,633,700,000,000 possible builds, and even if only 1 millionth of 1% of those are viable that's still 772,585,402 possible builds.  Here's math: http://karl3d.wordpress.com/2012/08/03/tsw-builds-final/

Finally, it pushes for matching your build or deck to a particular challenge.

Sure, you can have your 200x200 chessboard, but how many pieces do you really use?  I assert that players are actually creating more cookie cutter builds in a WoW-style game than they do with limited slots and pools of abilities.

(By the way, a chess-like game where you could pick 6 "types" from a 200-piece pool for a match would be kinda cool.)  ;)

Originally posted by Naevius
Would Magic be a better game if you had ALL the cards in your deck?

This.

LFGuild
Guild Recruitment « The Secret World
6/13/14 11:26:27 AM

Heyo, here's some good resources for you!

http://forums.thesecretworld.com/showthread.php?t=77455

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