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All Posts by Ortwig

All Posts by Ortwig

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Originally posted by Cephus404
Originally posted by Ortwig

Seems like a lot of back and forth on the forced grouping thing still.  If you really want to see people flock to group content, just make that group content incredibly attractive.  Sure keep the solo content for when you only have an hour or two to play, or you simply can't schedule a groups going (you'll need to keep it anyway to be profitable).  

But always keep that amazing zone, that surreal adventure out there as the one everyone talks about and wants to play.  Sure, it's the one that has the difficult challenges, but build in little incentives and lures people to try just a little bit  as a group, then a little more....  That's the way to get people to group and stay grouped. Simply put, make the grouped content the best and most interesting in the game.

All you're describing is bribing people to play your way.  If you have to do that, then clearly, your playstyle is a failure.

I dunno -- I think that's how most of these games work anyway -- there has to be something interesting to explore or you wouldn't go there.  I am not recommending grouping as the only way or even the best way, but if you want to promote groups, you need to havea maguffin or hook that draws people to group.  Strongarming isn't very interesting.  The hook could be a visual, and interesting quest/storyline, a tough foe, rare crafting items, pure exploration, lots of things.  I'm not talking about a hard loot bribe here, and those things could be part of a solo path as well.

Originally posted by BACONX

I need an MMO. Bear in mind, I have played a lot of them. Rift, Eq2, LOTRO, EVE, ect. I know that recently this game went F2P. F2P scares me. I just recently logged onto LOTRO for the hell of it and the nickel and dime tactics overwhelmed me plus it didn't seem to call out to me anymore. So, I need an MMO to engross myself with. Is The Secret World a good game and is their F2P model bearable? I'm not really looking for critque as much as I'm asking if this is a pleasurable way to kill time? BTW, I'm also considering STO and need to decide between the two, if any people here know about the comparison.

Hey there -- TSW is B2P, so the initial game is $30, but you get the entire game for life after that.  You will pay for DLC packs as the game releases them.  

The item shop is mostly limited to pets and cosmetic clothes.  It's pretty inconspicuous -- you definitely are not "nickel and dimed" by the game to buy stuff (well, except maybe just ads on the launcher, but easily ignored).

imho, the game is great, but here's a good review that matches pretty much where I stand on it: http://massively.joystiq.com/2012/12/13/why-i-play-the-secret-world/  Investigation Missions are the big stand out.  PvP is a work in progress, some people don't like the animations, and character models are mixed.

You might ask for a 24-hour buddy key if you want to try it out before purchasing.  There's a thread here.

Originally posted by Rednecksith
Arenanet needs to look at this as an example of how to handle possible 'exploit' situations, rather than taking the easy way out and just banning people (without confirming or denying that it is indeed an exploit to begin with).

Yep, think it will go down as a learning experience.  The event was a lot of fun, in any case, and I think this was the best possible outcome for everyone.

Seems like a lot of back and forth on the forced grouping thing still.  If you really want to see people flock to group content, just make that group content incredibly attractive.  Sure keep the solo content for when you only have an hour or two to play, or you simply can't schedule a groups going (you'll need to keep it anyway to be profitable).  

But always keep that amazing zone, that surreal adventure out there as the one everyone talks about and wants to play.  Sure, it's the one that has the difficult challenges, but build in little incentives and lures people to try just a little bit  as a group, then a little more....  That's the way to get people to group and stay grouped. Simply put, make the grouped content the best and most interesting in the game.

So, I saw the thread on end game content here, and it reminded me of a post I saw over on the TSW forums that got a lot of interest.  So an idea about what SPECIFIC kinds of things could be designed instead of, in addition to, or encompassing raids, that would be more interesting (and possibly more story based, and aimed at factions, groups and PvP) than simple gear grinding.  Posted below -- I though there was a lot of opportunity with the idea, and got many more ideas going...  thoughts?  flames?  nukes?  ;)

Posted by: ravnicor

Ok, so a lot of flak has been flying around about raids lately. Most of it has been along the lines of "herp derp raids are dumb/awesome". But the nay sayers don't really give a lot in the way of an alternative to raids other than "more missions please". Which is fine, but it isn't the time sink required to keep an mmo running for end game content.

So, here is a time sink option for the non raiding community. I lay no claim to this idea, funcom may user or ignore this as they please.

Exploration Zones. Throw together a zone with a crap ton of hidden lore and places to explore. We'll start with an artic zone as the first example:

Three small camps, one for each faction. Camps have a small number of repeatable quests that give you tokens. Spend tokens on exploration gear. Like flashlights, batteries, explosives to clear blocked tunnels, flares and markers. Don't allow maps or coordinates in the zone. Have a stacking timed debuff (like the wind gave you in Hell Fallen, but takes a good 10 minutes to kill you). Slow the debuff with winter gear, clear it with thermal packs. Have PBAOE items to encourage group exploration. Now, imagine investigation or archeology quests in this place. Exploring tunnels in the frozen mountains, finding ruins and broken cities in the deep places of the earth. Finding shards of lore that can be assembled with special crafting kits to learn unspeakable knowledge. Maybe a rare spawn mob or two. 

Think about it. Near infinite progression.

Explore the Hell Dimensions.
Agartha.
The Dream Scape.
The Artic Tundra (ala Mountains of Madness)
Maybe even explore Astral Space (like the animanaught last boss in Facility)

The possibilities are quite literally endless.

So, does anyone want to go exploring with me?

Originally posted by shirlnt

No such thing as end game.  Give me a reason to keep earning xp after my character is completely developed (I use the word developed because I like like learning and improving skills over time but hate what having a level attached to a character does to the game).  In SWG pre-cu and cu, I didn't really have that big of a desire to be a jedi but it became my answer to "what next?" once I had used up all my skill points on my tree for my combat toon.  In NGE, I chose a jedi for one of my accounts simply because I'd been working towards being a jedi and they'd taken away my favorite class.  That doesn't mean I think there needs to be a "super" class earned at the end of the character development.  I think there are other things that can be done.  Have a set number of skill points at the beginning of the game then when those are used up a player can trade in massive amounts of xp to unlock another skill point with each skill point requiring even larger numbers of xp (and that doesn't count towards the amount of xp needed to actually learn the skill).  Allowing players to trade xp for in-game currency, recipes, faction points, promotions, ingredients, or other items would work.

As far as things to do in the game, "dungeons" or bosses shouldn't be a part of a major story line or something that needs to be done at a certain point in character development.  This would allow players to go back and revisit previous content or to explore content that they missed during the time they were developing their character.  This would change the feeling that I have the same few dungeons or bosses that I'm repeating day after day to a "I haven't killed dragon x in a while, I think I'll try that today" or "I haven't been in cave xyz lately" or "my guild just had some new people join, I'd love to take them to see ... and watch their reactions."

Another thing I'd like to see in games is a dynamic quest system.  Rather than having a given set of npcs always standing or wandering around a certain area with this big flashing sign over their head saying "I'm a quest giver!," have random npcs giving random quest and the only way to find them is to "talk" to them or pay attention to something being said by the npcs.  For players who wanted to do quests, this would require taking time to do some exploring and a player would never know when they might find something they'd missed before.  An npc that hadn't been in town in a month might be there today and he/she might have the same problem or a new problem.

If all I find myself at the point in a game where I'm running through the same content day after day for no other reason than to get "elite" gear which I'm wondering why I need since I just killed the most difficult thing in the game in order to get the gear then it truly is "end game" as in the game is over -- I've finished it.

Good ideas here.

Re: separating dungeons from the major storyline could be tricky since people do sometimes like to visit dungeons as they are leveling.  I always liked the idea of mixing higher and lower difficulty within the zone so that you can revisit areas to do more the more difficult stuff you couldn't do the first time around -- adds longevity as well.  What if there were dungeons you could get to a certain point to as a lowbie, but then you knew you would have to come back to later when you were tougher?

Love the idea of removing the markers on quest givers.  Make us *find* the adventure!  Would love to see more serendipitous content sprinkled throughout the game.  Remove all the signposts and let us actually explore.  Maybe you might need to put 2 and 2 together to actually find where the quest would start.  2 parts of a map?  An old poem?  There are many more ways that involve tickling our brains that would make for a much more immersive experience.

Okay, more fun pics:

 

Originally posted by lizardbones

TSW probably has the weakest raiding, simply because it's so new. I believe there is one raid. It might be an awesome raid, but there's only one.

Nightmare mode dungeons are TSWs equivalent of most other games' raids.  The NYC raid is actually a bit more accessible gearwise than the NM dungeons.

TSW: Love the Lovecraftian setting, dungeons, investigation missions, the ability wheel and decks, and the community

GW2 and LOTRO: The art and the free-roaming exploration.  LOTRO is huge!

WoW: Catch up with old guildmates, dungeon runs

AoC: Just giving this a try -- starting out

Thief

Half Life

 

EDIT: These are tabletop games, but I'd love to see an Strombringer/Elric MMO.  Also RuneQuest and the Morrow Project.  And Traveller.

I'm really starting to like the B2P model with optional payments for DLCs (and optional sub to get them automatically).  It really does free the player to game when they like and not worry about getting their money's worth.  I also like that it takes away the incentive to rush/locust through content.
Originally posted by Gonsu

Thanks alot for answers! , im gonna order this game right away!

So the quests will be shown on map , like icons like most mmorpgs, but do i have to get near the quest giver for it to become visible on map? So i gotta have to run around searching etc?

There is an icon that shows where vendors and notable personalities are on the map, and that's generally a good guide to where you can pick up missions.  You won't need to return to the mission giver to turn in the mission (you do that will your cell phone typically), so it's more of  breadcrumb patten than a hub and return.  You stumble on sidequests out in the world, and they are typically tucked away or near other areas where you may be questing or exploring.

Originally posted by Gonsu

Hello fellow TSW players.

 Im gonna check this game out, gotta say it looks alittle unique compared to the rest.

Apparently i gotta order the game to be able to create an account so im not yet allowed to user their forums, so ill give it a shot here first :]

I got some questions, would appreciate it alot if anyone could answer them all :]

 1. Max level?

 TSW has no levels or classes, and you can learn every skill, ability and weapon in the game.  Gear does play a rough guide to "level", and there exists QL (quality level) 1 thru 10.5

2. Are you able to see every available quest to pick up for your current level? (incase your goal is to eventually complete them all)

You can take any mission at any time, and missions will not be hidden from you, even if they are very difficult.  They will tell you if they are easy, normal, hard, devastating, etc.  At any one time, you can have 1 main story mission, 1 dungeon mission, 1 main mission and 3 side missions.  Main missions are of 3 types: action, investigation and sabotage.  You do need to complete the main story quest to move on to a new zone, but other than that there is no limitation on quests.

3. What happens to a quest if you dont pick it up when time is right, and instead you level up 30 levels or so, would it disappear or you can always go back and get the ones you missed?

 Yes, you can always drop a mission, and return to it later (just go back to the mission giver).  You can replace a  main or side mission by picking another one up -- it will simply pause the mission where you left off.  

4. Is there a way to see the total quest progress in this game? (where all quests are included?) etc 40/5950 completed , or somthing familiar to that. Just so you have a clue of what you are able to do and have missed so far.

You will see a list of all the missions you have taken (with tiers), lore and exploration within your log, but it will not tell you of missions you have not picked up yet.  I believe there is an addon that will tell you all the missions in an area.

5. Is it possible to reset skills/stats/ and more? Techniqually everything except your level?  (so you dont have to start over if you accidently do somthing bad :p)

You may want to read this thread over -- it explains a great deal about how the ability and decks work: 

http://forums.thesecretworld.com/showthread.php?t=64032  You won't typically need to respec or reroll.

6. Currently Largest server & Newest server ?

 You can group across servers, so usually not necessary to worry about which server you are on.  Arcadia and Leviathan are RP servers 

7. Which class in this game is most likely nearest the typical mage class? (needs their distance between the foe, casting powerful spells, weak in def, but huge dps etc.

 There are no classes in TSW (you can learn all the abilities), though there are 3 magic tracks: chaos magic, blood magic and elemental magic. You can certainly start off with 2 magic tracks to start, but eventually as you progress you will learn every weapon and ability in the game.  You may want to look over this primer on building "decks:" 

http://yokaiblog.wikidot.com/guides:build-mechanics

8. Are there builds for such class? (recommended and serious ones, link any great site for such thing)

 Read that link above, it will explain alot!

9. Will there be any character wipes from here on?

 No.

10. Is it possible to maximize one of the following weapons? Lets say i want to use guns, so i only focus on traits and skills into that one, will this make me less weak if i use a sword all of sudden? I dont think i fully understand when it comes to.. finding your own path, hopefully i will soon.

 Yep, you can learn every weapon, but it's best to focus on your initial two to start.

11. Might be a dumb question, but their "December offer" is still written on their page, is it still active? If i buy the game from the site, ill get rewarded by a flying pet, leather jacket and high ended beginner weapons?

I believe the initiate pack is still active.  People buying the game this weekend are still getting it.

Otherwise ill just order it from any store near by.

Thats all, appreciate answers as soon as possible!

Thanks!

Welcome aboard -- answers above!  Feel free to ask more.  :)

Originally posted by DavisFlight

No, because its not even really an MMO. There's nothing about it that's massively multiplayer. It's a singleplayer game with optional COOP at best.

 

And do you seriously believe something like this can compare with games like UO?

Have to disagree with this one.  Dungeons (3 modes), raid, lairs, PvP, RP venues, cabals/guilds, chat, group finding tool.  TSW has no fewer grouping tools and features than any other current MMO.  If you aren't finding groups, you aren't looking.

Not saying TSW is the best MMO ever made, but it is definitely an MMO.

Originally posted by daltanious

4th could be easily TSW if not for that silly 7 active buttons limit that spells literaly button mashing. 

Did you have an issue with with the 500+ ability pool you can use to slot the 7 active /  7 passive equipped deck?  Did you understand that you can equip any weapon and ability in the game?  Not bashing, just curious.  You certainly aren't limited to 7 active abilities, only 7 *equipped* active abilities.

Both TSW and GW2 were games that tried new things this year, and I think the industry is better for it.  Some things succeeded better than others, but I'm happy that companies are taking risks and improving on design and mechanics.  Neither is the best MMO ever made, but enjoying them just the same.
Originally posted by ShakyMo
It doesn't "outshine gw2 in every aspect"

It has better dungeons
Better music
Better voice
Better lore


But....
Gw2 has much better pvp
Has a bigger world
Has more leveling content
Has best crafting of any modern themepark
Has better animations

These sort of dishonest blanket statements don't help your "cause"

More inclined to say this is where I stand on it.  My preference for TSW has more to do with needing to take a nice long break from the fantasy genre, the love of the setting/storyline and thought needed in the questing and ability wheel.

Originally posted by jtcgs

Yeah, TSW suffers from a bad case of Funcom. They make games with great potential...potential is not "actual".

The setting is great.

The story is great.

The open character class is great.

The animations suck.

The fighting sucks.

Character creation makes 10 year old games look modern...

the way events are done need massive work.

The starting zone needs to be redone to ease new players into the game and the second zone needs to be toned down as well, 3rd story arc area is fine.

The way Funcom deals with exploits requires a massive change, doubt it will come seeing as how they have been like this since their first MMO over 10 years ago.

I really do wish we could get out of this "funcom sucks" mode of argument, and just talk about the game at hand without all the histrionics.  

The animations are average, but not fantastic -- why is this such a huge deal?  The dev team has committed to making improvements as we go.

The fighting does not in fact "suck," but does take some getting used to.  I really do wish we could get more detail from people criticizing the combat so that we can understand what exactly they do not like.  The system requires you to get a handle of the ability wheel pool and working with multiple decks.  What is it that is not good about the combat? -- I've found that once people understand how the wheel relates to the deck, they enjoy the freedom of what is possible.  Is it just confusion about the combat system or something else?

Character creation is again average, and could be better.  We'll see what comes down the pike.

The starting zone does drop you in on the deep end to some extent, but those who have been playing like the fact that there is less hand-holding.  What approach is right?  For now, TSW is embracing the steeper learning curve, and the community is picking up the slack.  Perhaps this is all more of a niche approach, but is again, something I think people like about the game.

Originally posted by Doogiehowser
Originally posted by Ortwig
Originally posted by trash656
^ Agreed. Good post, eventhough I disagree with a lot of things, especially the thing about character creation. Wish more posts were constructive as this one. If people took the time to read a post like this they might learn something about constructive critisism.

^Also agree -- the title is a bit dramatic (since he actually gives both pros and cons to the game) but this is definitely a reasonable review.  I'd say a better system (SSD, ram, better card, 64 bit windows) would remove many of the technical glitches.

Ok for the third and final time. ;)

The feezes and lag is server side. I already mentioned that i have no hardware lag and i get constant 40 fps in game on everything maxed out. I also mentioned how sometimes the entire region of Kingsmouth freezes and every player on that map experince the same latency lags and freezes which last as long as 10 seconds. And i also mentioned how every other MMO runs smooth at 30 to 50 MS latency and  i was told by players in Kingsmouth (probably alts of veteran players) that this problem has become more common since B2P conversion.

I am surprised people are still blaming my system even though i mentioned it twice.

 

My system specs are..

 

AMD Phenom(tm) II X6 1075T Processor 3.0GHz

OCZ 8 GB RAM

WD Black Scorpion 500 GB x 2

ATI Radeon HD 7950 Series

Samsung 29" LCD TV

Win 7 64 bit.

Sorry to have missed that -- wonder if it's region specific at all; servers are in NYC.  It'll be interesting to see if the End of Days event closing will have an effect as well -- that was pretty wide-ranging, and impacted every zone in the game.

EDIT: Getting my new rig this week, so will see how things change on my end.  Independent of server performance, the things I have seen that affect performance client side are: DX11 vs DX9, 4 vs 8g ram, video card (of course), 32-bit vs. 64-bit windows, SSD drive vs SATA.  The game definitely prefers a higher-end system.

Originally posted by daltanious
Anyway ... despite my investment I left aprox week after. Main reason why I left and will NOT return until this is fixed (if they plan at all) is that SILL 7 (SEVEN!) ACTIVE BUTTONS LIMITATION! That is just plainly silly. Just spells BUTTON MASHING. And If I want button mashing will play console games not PC. Have nothing to do with "carefully plan" for 7 buttons, has to do with hated BUTTON MASHING.

You DO understand you have access to the entire 575 abilities on the wheel, and all weapons in the game, right?  The 7 Active and 7 Passive limitation is for EQUIPPED abilities only -- that's your current deck.  You can swap in an inifinte number of decks built from the pool of abilities on the wheel.  The careful plannning comes with picking an effective combo of abilities to equip into new decks....  You may want to study the build system a bit -- here's a good primer:

http://yokaiblog.wikidot.com/guides:build-mechanics

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