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All Posts by Ortwig

All Posts by Ortwig

52 Pages « 1 2 3 4 5 6 7 » Last
1032 posts found
Originally posted by Another_Fan
Originally posted by TheRealDarkeus

I have never understood the combat complaint. I have played much worse in the MMO world. In fact, people talk about GW2's combat like it is a good thing. I don't particularly like it to be honest, too floaty, not enough impact.

Then again, I see complaints about combat in EVERY dang MMO forum or thread. I guess TSW just gets extra attention for some reason.

But whatever on that. TSW destroys most MMO games in Story, Quest Design, Lore and setting. Most games cannot even compete. That is why people play. Funcom is not perfect and nor is TSW. But man, it is better than most. And for as much as the combat is panned, this game is still #1 on the front page of this for highest rated game released. So it is doing something right. 

I don't know if you are just missing other frames of reference or one of those people that relentlessly tries to defend a game. TSW's combat boils down to count 5, fire filler, fire consumer, fire consumer and pray that the bugs in the client, and lag let your abilities activate while buffs are active

Add in that you get a couple animations per weapon why would you be surprised people think it's bad ?

In other words, pretty much the same as every other MMO in existence.  Oh, except that you can equip every weapon and ability in the game and form completely unique decks/ builds. 

Originally posted by botrytis

TSW is having problems due to lackluster story

You gotta be kidding.  Of the problems that TSW has, lackluster story is not one of them. 

Originally posted by Magiknight
Originally posted by Ortwig
Originally posted by Magiknight
The Longest Journey and Anarchy Online were such good games. How did they mess this up?

They didn't. It's a great game.

It's nothing like TLJ or AO

Yep it's a very different game. And also very good.

Originally posted by Solar_Prophet
Originally posted by Ortwig
Originally posted by Solar_Prophet

I can live with lackluster animations, but even beyond that combat is just... unwieldy. I've tried melee, magic, and ranged builds, and while I definitely like magic the best, it's still just not that much fun to kill things. Which, again, wouldn't be so bad... but they've got the game set up like a typical MMORPG with various creatures roaming around almost everywhere. Combat is an almost constant thing, and when its as lackluster as TSW's, that's a major problem.

There are 5 things that people frequently miss about combat:

  1. You need to equip 2 weapons.  The training missions needs to be revamped (it makes it seem like you only need one weapon), but having one weapon will seriously gimp you.
  2. Understand that your actives and passives must work together.  Your passives must exploit the conditions your actives are triggering.  If you are triggering Weakened, look for passives to exploit Weakened.  Multiple passives can be triggered!
  3. Understand that your passives can be from ANY weapon, not just your equipped ones.  You can find conditions to exploit by using the search panel to the right of the wheel.
  4. Don't forget to upgrade your skill in your weapons and talismans so you can equip better QL items as they drop. 
  5. Don't forget to add glyphs and signets to your gear; they make a big difference
Originally posted by Solar_Prophet

Oh, and crafting is... well it's just pointless and poorly done, IMO. Maybe it gets better later.

Crafting is really more of a utility skill in TSW, good for cooking up potions or glyphs, maybe the occasional weapon.  It is useful, but it's not a complete profession as in other MMOs.

While I appreciate the tips, I already know all that. I'm currently going with a variation of the elemental / blood magic intermediate build (neoshaman, I think) and combat is still just... clunky. It's not that I'm ineffective when it comes to killing things, it's that killing things feels incredibly tedious, and I find myself wishing I could just get on with the story without having to fight my way through a dozen cultists every fifty yards.

Skip the pre-made decks in the game and look for builds on the forums or create your own. Custom decks will always be better than the pre-mades.

Originally posted by Magiknight
The Longest Journey and Anarchy Online were such good games. How did they mess this up?

They didn't. It's a great game.

Originally posted by Reehay

I am exactly the type of player that The Secret World should capture - a mature adult who favors am immersive atmosphere, setting and story over graphics and flashy combat, complex and deep character progression over cookie cutter boring spam three skills gameplay.

The Secret World just  fails to do any of that.  Ya, the combat is mediocre. But so is the rest.  I bought it for 5$ and I still cant muster enough interest to play it past my first week. 

After Funcom shit-birthed Age of Conan, I vowed never to give them another dime.. well they got my TSW 5$. shame on me.

Funcom is a mediocre, straight to FTP, C -, minor league, single a, game developer.  They should switch to making browser mobile games for my children.

Nah, your Funcom hate has just overtaken your life, that's all.

Originally posted by flizzer
I keep wanting to play this game again and then remember why I left in the first place--the combat.  The quests/lore/story are superb,  maybe best or near the best of any MMO. It is the snoozefest combat that ultimately caused me to quit the game.  When I hear how awesome the new stuff is and considering I just made it out of the beginning area , the New England area or whatever it is called, makes me want to try it again.   I do hope this game continues to thrive because there is a lot going for it.  

Did you ever get far into the deck building active/passive synergies?  Just curious.

Originally posted by Solar_Prophet

I can live with lackluster animations, but even beyond that combat is just... unwieldy. I've tried melee, magic, and ranged builds, and while I definitely like magic the best, it's still just not that much fun to kill things. Which, again, wouldn't be so bad... but they've got the game set up like a typical MMORPG with various creatures roaming around almost everywhere. Combat is an almost constant thing, and when its as lackluster as TSW's, that's a major problem.

There are 5 things that people frequently miss about combat:

  1. You need to equip 2 weapons.  The training missions needs to be revamped (it makes it seem like you only need one weapon), but having one weapon will seriously gimp you.
  2. Understand that your actives and passives must work together.  Your passives must exploit the conditions your actives are triggering.  If you are triggering Weakened, look for passives to exploit Weakened.  Multiple passives can be triggered!
  3. Understand that your passives can be from ANY weapon, not just your equipped ones.  You can find conditions to exploit by using the search panel to the right of the wheel.
  4. Don't forget to upgrade your skill in your weapons and talismans so you can equip better QL items as they drop. 
  5. Don't forget to add glyphs and signets to your gear; they make a big difference
Originally posted by Solar_Prophet

Oh, and crafting is... well it's just pointless and poorly done, IMO. Maybe it gets better later.

Crafting is really more of a utility skill in TSW, good for cooking up potions or glyphs, maybe the occasional weapon.  It is useful, but it's not a complete profession as in other MMOs.

Originally posted by Robsolf

The difficulty level is not the/a problem.  Taking down a champion mob or a boss isn't difficult, it's just time consuming.  The best chance I have at losing is when I happen to be fighting them when suddenly a new spawn pops up right where I'm standing; sometimes even another champion, which again points to bad design.  And this happens much more often than other games because combat is slow and tedious.

Lastly, IMO, the map/combat elements don't fit the genre, nor the story Ragnar was trying to tell.  Having maps in which you can't go 30 metres without running into a supernatural creature and still calling it "the secret world" just doesn't work.  They tried to build a contemporary, action-based MMO on top of a typical non-action based(stand in one spot, press buttons) MMO map.  From a mob standpoint, imagine doing all the things you have to do to survive combat in this game in a WoW mob environment.  Nevermind... that's pretty much what we have.

Thanks for expanding on the point.  Many simply trash combat without really explaining why.  

Mobs do tend to be tougher/longer to take down in TSW than in other games, but I have found that adapting your build to their weakness really reduces the time to take them down; my sense is that many keep the same build throughout, and while it may get the job done, it's probably not completely optimal either.  There are builds that work pretty well throughout the game, but to really knock things down quickly, it means using the flexibility of the system to switch it up in different areas.

I can't call my current build "slow and tedious" because it works really well, but I spent some time on it and did some research; I understand that's not everyone's cup of tea.  And I also understand folks may not have the patience to do that research -- I'm not a min/maxer myself, but I know when I should be doing better than I am.

As to mob density and the number of creatures, remember that the areas we're visiting as characters have been cordoned off with yellow tape by the Men in Black.  We're seeing a LOT more than your average person, and your average person isn't even allowed to cross into the area.  These are hot spots of paranormal activity that we're being sent in to investigate and get under control.

So been looking at these two games and it hit me today -- would not a system that combines The Repopulation for world building and colonization with Star Citizen for space travel and economy be the perfect MMO?  I know Star Citizen just announced that they are looking into procedural planets and world exploration, but would not setting up colonization and planetside cities and economies, mixed with an interstellar economy be fantastic? 

People keep talking about bringing back SWG, but I see Star Citizen just missing this one element -- EVE's Dust was just a planetside combat system.  How about real interstellar world building?

If all you want is a combat lobby, then they're great.  I personally like to explore dungeons in context of the world and lore -- I want to know where they are and why I am going there.  What I really hate are the random dungeon runs, where you queue up and are planted in a random dungeon with a bunch of random people -- I see games actually rewarding random dungeons over doing regular ones (looking at you, WoW) -- that's extreme Disneylandification.

I understand why people like them -- they are strapped for time, etc. etc. and it is possible to simply avoid them and find a good guild or friends to group with people of like mind. 

What I advocate is a middle ground, an LFG tool that understands location.  It would help you find groups in the vicinity/location of the dungeon you are near in the world.  Once that's done, let the party group and talk to each other and do the actual travel to the dungeon.  On top of that add selections that allow you to pick the type of run you want -- gear hunt, roleplay, casual, speed run, etc.

EverQuest Next

Star Citizen

Originally posted by Robsolf

I love the missions, the lore, and the setting.  They totally nailed that stuff like nobody's business.  I played the story from beginning to end, and wish I could unlock it and run it again.  It offers so much on this level that no other MMO does.

But the combat... suh-huh-huh-huh-hucksss!  Just tedious, excruciating crap.  I played the game in spite of the combat system, and am not currently playing solely because of the combat.

Here's a quote from another forum on the combat:

I had a trial about 5 months ago but I didn't care much for the combat system. But since I'm not currently playing anything right now, I decided to try it again. After looking up some info on the combat system I realized I was making mistakes, and now I'm having much more fun.

The massive amount of skills you can learn and the customization of builds makes it easy to have a terribad build, but if you follow a guide or use your brain, then you'll have a great time in combat.

Which one of these opinions is right?  I think both.  The freedom TSW gives you to create a sucky build (and keep the same sucky build) is the same freedom to build something cool.  But the learning curve is steep, and if you never take the time to learn, you'll walk away unhappy with combat.

1. Levels

2. Combat lobby

3. Convenience

4. Quests on rails

5. Disposable content

6. Trivial economy

7. Combat as the only meaningful activity

8. Gear as the only meaningful possession

9. Magic that is important only as it relates to combat (see 7)

10. Endgame

I could go on...

Originally posted by Abndn
As someone who is still in Kingsmouth (picked it up in a steam sale, didnt get around to it until now), my main problem with the game is that so far it's pretty much a singleplayer experience. Despite being on one of the (supposedly) most popular servers (Cerberus), I barely see anyone. I played for about 10 hours and I have yet to see a single word written in GENERAL CHAT.

Some dimensions are more populated within certain time zones, so population may peak at different times during the day -- some are more heavily European.  Remember though that you can group across dimensions.  There is a cross zone/server channel you can access by typing /chat join sanctuary. 

A couple references for you:

http://forums.thesecretworld.com/showthread.php?t=76927

http://forums.thesecretworld.com/forumdisplay.php?f=20

Originally posted by drfrog777
Was interested in game could I get a trial key please?

Just PMd you a key -- have fun!

Originally posted by Dakeru
Originally posted by Ortwig
Originally posted by Dakeru
Originally posted by Ortwig
Originally posted by daltanious
And still that silly 7 buttons limit remain preventing me to play. Hate too much button mashers to force myself to continue to play past certain level.

So create some new builds with different weapons. Nothing stopping you.   You DO know you can unlock all abilities and weapons with one character don't you?

Sorry but how does that have anything to do with what he said?

No matter which build he is going to use, he will still have to keep on hitting 1 to build up charges - therefore: button mashing.

2 builders and possibly 2 consumers.  That leaves you 3-4 more slots to do other things, not including the 8th aux weapon slot. Moving and dodging are also very necessary, especially later in the game.  If all you are doing is standing in place spamming builders and consumers, you're "doing it wrong."

Fun how you are assuming again.

I AM "later in the game" and I only need 1 builder for both my weapons and I do avoid incoming attacks.

 

And again - the whole game is about spamming skill 1 until you get your 5 charges.

So unless you present me a build that works without using a builder, this game will count as button masher.

Since people rarely if ever elaborate on what they are doing in combat while they are trashing it, the only thing to do is assume.  There are a LOT of people who don't understand the combat in this game -- talk about synergy and combos, and they say "huh?". People who think they need to use the same weapon throughout the game and are stuck with the same 14 (active + passive) abilities they slotted when they first played Kingsmouth. People who talk about re-rolling their character so they can try a new weapon.  So pardon me if I'm a bit cynical when people say they don't like the combat.

Yep, you do need builder(s) and consumer(s), but people act like other abilities that do some different things (Chaotic Pull is just one), don't exist.  They do.  If you don't like the core builder/consumer though, then fine. 

At least you bothered to explain yourself.

 

Originally posted by Dakeru
Originally posted by Ortwig
Originally posted by daltanious
And still that silly 7 buttons limit remain preventing me to play. Hate too much button mashers to force myself to continue to play past certain level.

So create some new builds with different weapons. Nothing stopping you.   You DO know you can unlock all abilities and weapons with one character don't you?

Sorry but how does that have anything to do with what he said?

No matter which build he is going to use, he will still have to keep on hitting 1 to build up charges - therefore: button mashing.

2 builders and possibly 2 consumers.  That leaves you 3-4 more slots to do other things, not including the 8th aux weapon slot. Moving and dodging are also very necessary, especially later in the game.  If all you are doing is standing in place spamming builders and consumers, you're "doing it wrong."

Originally posted by daltanious
And still that silly 7 buttons limit remain preventing me to play. Hate too much button mashers to force myself to continue to play past certain level.

So create some new builds with different weapons. Nothing stopping you.   You DO know you can unlock all abilities and weapons with one character don't you?

Originally posted by PixelPanda
Thanks for the suggestions. Tried it bust meanwhile i think rift is too similar to wow. Want to try something different, maybe something more asian or korean :-)
Is aion or tera more viable if you take a look at the endgame?

Give TSW a try.  Definitely a change in genres and definitely harder.  Also investigation puzzles that require thought...

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