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SLI is your issue. Here ya go: |
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Which MMO has good scripted instances?
The Pub at MMORPG.COM « General Discussion 4/23/13 6:21:28 PM
Dungeons in TSW don't have a ton in the way of cutscenes within the actual instance, but the dungeon instances do tie nicely into the mission stories that have been going on the zone. If you've been questing and decide to finish up the zone with the dungeon, it's a great way to finish off the storyline.
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What MMOs have the best build variety compared to PoE & Diablo 3?
The Pub at MMORPG.COM « General Discussion 4/23/13 6:12:42 PM
Originally posted by nariusseldon Well, you're probably right about the estimator, but it's tough in the sense that there isn't any upper limit on builds determined as of yet -- as I say, people are still experimenting with and finding builds. A good article on Massively yesterday on creating viable builds, though (not including PvP builds which folks tend to keep secret): http://massively.joystiq.com/2013/04/22/chaos-theory-perfecting-your-build-in-the-secret-world/ |
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Please Post All TSW Buddy Key Requests Here.
General Discussion « The Secret World 4/21/13 9:12:18 AM
Originally posted by indrct Probably Arcadia though you can group across any server ("dimension"). |
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Originally posted by MMOman101 1) There's almost always someone questing through the Kingsmouth starter zone, since there is both low and high difficulty content in all the zones in TSW. The vets are always quite helpful to new players, and plenty of newbies looking to group up there as well. Arcadia is a good server to roll on. 2) You can invite people to group across servers, so easy enough to form groups and share missions. There's an LFG channel for the dungeons as well as an LFG tool. FAL mod adds functionality to the tool. There's almost always a Polaris run going on in Kingsmouth, so the wait isn't long. Nightmare mode dungeons have more leets, but there's ways around that as well. |
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Explain this idea of "Immersion" to me.
The Pub at MMORPG.COM « General Discussion 4/20/13 11:56:56 AM
Originally posted by Sunshinee It's like this: you view MMORPGs the same way you view Super Mario Bros -- just a a bunch of points and achievements without any continuity necessary -- the goal is to "win." Going to a random dungeon on the other side of the planet makes perfect sense to you, and no explanation is necessary, as long as the leaderboard marker moves up the scale. Others view MMORPGs more like group storytelling or novels where continuity is key, and context matters. They are not playing to "win" but to experience a story, much like a novel, but with the added bonus of doing group story with other players. The people who REALLY don't understand this are the ones who say, "well, why not just go read a novel and forget about games?" These are the players who have never tried a tabletop roleplaying game, and cannot understand why anyone would. |
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This article sums up pretty much why I think TSW is a good choice: http://massively.joystiq.com/2012/12/13/why-i-play-the-secret-world/ |
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We want an app! :)
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Explain this idea of "Immersion" to me.
The Pub at MMORPG.COM « General Discussion 4/20/13 10:30:31 AM
Originally posted by RandomDown The eagles would have been spotted and shot out of the sky if they were to attempt it, probably by the Nazgul. As it was, the war in Gondor distracted Sauron (and the Nazgul) enough for the hobbits to slip in undetected. But that isn't even the point. The point is that the story would have been 10 pages long and very uninteresting. Easing "difficulty" is a slippery slope, and if you go too far with it, you are left with a 10 page, very uninteresting novel. The same goes for a game; on the other end of the spectrum, I don't want to have to play out in a game every time I hit the restroom, or act out every single meal, but a game that takes the need for food into account, or the weight of my gear is more "realistic" and possibly more interesting, depending on how it is implemented. I remember very clearly when we started questioning in our old D&D days, whether we could transport a million gold pieces out of a dungeon with 5 characters -- hence "bags of holding." The point here is that a game can be more "interesting" or "immersive" when there are difficulties or challenges to overcome. The other end of the spectrum is to make everything too difficult and a slog to play. As far as the physics of the world goes, it all depends on whether it jives with the lore and the world context. Better novels and games tend to have rules for their magic, and don't blindly allow magic to do anything and everything. A world like that would be chaotic, and "uninteresting." It's these rules (fictional though they are), that build in challenge and difficutly. It's finding that combination of things that allow you to overcome the challenge that makes them "immersive." The more a novel or game breaks its own rules, the more uninteresting the novel or game becomes. We can argue about whether dungeon finders are good or bad, but in the end it's an argument about whether introducing them has broken the fictional rules the game has established. |
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What MMOs have the best build variety compared to PoE & Diablo 3?
The Pub at MMORPG.COM « General Discussion 4/19/13 8:34:59 PM
Originally posted by nariusseldon Here's the math:
With 2 weapons, and 3 general segments, there are 13 potential Elite Active abilities. There is also a pool of 57 normal active abilities from which you can build your deck. Assuming that you want to use 1 Elite ability if it is available, that leaves 6 active abilities to be selected from the pool of 57. The math works out as follows: 1 Elite Active out of a pool of 13 = 13 combinations 6 normal actives out of a pool of 56 = 36,288,252 combinations 13 x 36,288,252 = 471,747,276 combinations for each weapon pair Since there are 36 ways that you can select 2 weapons out of a pool of 9 options… 36 weapon pairs x 471,747,276 active combinations per pair = 16,982,901,936 possible ways to select your 7 active abilities at the end game.
Passives are a bit easier since they aren’t dependent on weapon selections. There are a total of 27 Elite Passive abilities and a pool of 225 normal passive abilities to select from when creating your build. 1 Elite Passive out of a pool of 27 = 27 combinations 6 normal passives out of a pool of 225 = 168,488,720,400 combinations 27 x 168,488,720,400 = 4,549,195,450,800 possible ways to select your 7 passive abilities
So with 16,982,901,936 different ways to select Active abilities and 4,549,195,450,800 ways to select passive abilities, you end up with … 16,982,901,936 x 4,549,195,450,800 = 77,258,540,228,633,700,000,000 potential builds If, once again, we use 1 millionth of 1 percent as our viability estimator, we still end up with 772,585,402 potential ways to build your character.
People are still finding builds in the game, so there's still discovery going on. That said, people have created some cookie cutter starter decks (outside of the 45 that come with the game): http://wordpress.tswguides.com/tsw-build-page/ http://yokaiblog.wikidot.com/yokaibuilds Lots more decks appearing every day on the forums: |
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What MMOs have the best build variety compared to PoE & Diablo 3?
The Pub at MMORPG.COM « General Discussion 4/19/13 5:39:25 PM
I'll throw TSW's (b2p) build variety into the ring; over 772 million possible builds (though much fewer that are truly viable) and the ability for one character to equip any weapon, any ability and play any role. Check out the below sites: |
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Explain this idea of "Immersion" to me.
The Pub at MMORPG.COM « General Discussion 4/19/13 4:07:03 PM
I think one of the earlier posts on this thread hit the mark when it mentioned Frodo teleporting to Mount Doom to drop off the ring. A big part of "immersion" is the threshold of difficulty and challenge in the world. We've got this scale between "realism" (within the context of the world) and convenience (efficient gameplay that doesn't bog you down as a player) and finding that "perfect" (very subjective) balance between the two.
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Explain this idea of "Immersion" to me.
The Pub at MMORPG.COM « General Discussion 4/19/13 3:52:28 PM
Originally posted by GreenHell Before there were books or movies (ancient days), there was group storytelling, and that's really the tradition we are talking about. Tabletop roleplaying games actually owe a lot to the tradition. Computers have come along, and we've been experimenting with them as a medium to replicate the group storytelling experience (with mixed success - you could argue that Zork was more "immersive") Another group has been experimenting with them as pure game vechicles (e.g. PacMan - little imagination required). For group storytelling, I'd argue that they get in the way more than they facilitate. "Old timers" will argue that the earlier games tried harder to replicate that tabletop experience, but there really isn't a computer replacement for straight imagination. |
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Explain this idea of "Immersion" to me.
The Pub at MMORPG.COM « General Discussion 4/19/13 2:59:10 PM
Originally posted by nariusseldon When you go to a movie, do you get overly attached to thinking that you are sitting in a seat and that there is a light projector showing images on the screen? When you read a book, do you focus more on the bound paper and ink in front of you? Or do you actually pay attention to the story being told? |
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Gratz TSW on moving to the top of the "Released Game List"
General Discussion « The Secret World 4/19/13 8:46:49 AM
Nice to see those games at the top. TSW is a bit of a sleeper but still a great game. Hats offf to GW2 and Darkfall as well.
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Which good MMOs are f2p now? Or which f2p MMOs are good?
LFGame « General Discussion 4/18/13 9:44:16 PM
LOTRO and AoC are both worth trying -- LOTRO is huge and manages to evoke Tolkien pretty nicely. SWTOR is there as well, but that's a love/hate sort of thing you'll have to figure out. Luckily you can test 'em all without any cost except download time.
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Best article I have read on TSW and sums up why I like the game: http://massively.joystiq.com/2012/12/13/why-i-play-the-secret-world/ Combat is more traditional MMO (not a fps feel), but also has active dodging similar to GW2, ability to cast while moving, and the option for one character to learn all weapons and skills. People have widely varying opinions on the animations. |
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So, about the whole single player vs grouping thing...
General Discussion « The Secret World 4/18/13 8:43:13 PM
Originally posted by kiern Yep, you can share missions. Once you are grouped, you can share the mission with everyone in the party. I think the decision to have limited missions was so that players could concentrate on a single story until completion -- many have multiple tiers, so it's just a way of focusing the player in on the content instead of having it scattered over 30 possible quests. That said, you can always pause a mission and pick up a different one. |
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Originally posted by Amegashie Cabals are a good bet and a fine way to always have folks to group with, but I fail to see how the mechanics do not support social interaction. You can't program for people's social or antisocial behavior, you can only give people tools to group if they decide to do so. TSW has all of them: general chat, LFG chat, party chat, an LFG tool, a mod that expands the LFG tool, ability to invite people to group across dimensions, ability to share missions, ability to friend people ingame. What other mechanics are needed short of a "forced grouping" scheme? |
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LOTRO and AoC are some f2p options that don't cost anything to test out.
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