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All Posts by Ortwig

All Posts by Ortwig

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1070 posts found

Interesting  coming back after a week -- seems AoC and GW2 are the big preferences, and I'm actually kinda surprised TERA and some of the console systems rated lower.  I still am coming away with the thought that it's not so much TSW's combat system but the animations and perhaps the builder/consumer mechanic that bugs people.  Still think TSW has one of the most interesting combat systems around, but understand why it's not everyone's cup of tea.


Very few comments on GW2 combat.  Is it mainly the animations that people like?

While I do agree that the adventure aspects are definitely more present in TSW than most other MMOs, I also disagree a little bit about progression -- there is vertical progression in the sense that you gain better quality gear as you move along, and spending SP is probably the most direct way to progress your character vertically.  That said, TSW is really more about adaptability and versatility than most games -- you can build powerful decks, but this is done through the players own research of the ability wheel and creating decks as they go.  Sure, the pre-made decks are there, but they are certainly not the most powerful you can make, and understanding the active/passive synergies is where you can make a huge difference in how well you perform against the baddies.  The big difference is that the onus is on the player to figure these out rather than the game simply making you more powerful as you "level."


But, yeah, I do love the adventure aspects of TSW.  The investigations and sabotage missions are top notch, and even the action missions require a bit of thought -- either by switching upon your build, or understanding the "dance" with the mob or boss.  HOw could they be improved?  I do think some other aspects could be incorporated further -- the ARGs for example are a really cool way to mix real world and ingame stuff -- see the Twitter experiment...  I could see more ingame easter eggs or specialty loot for people who go through the trouble of figuring out the puzzle.  I do know "Puzzle Raids" are a big item on Joel Bylos' list for the future.  I'd like to see some sort of group magic/occult system, but I haven't thought too much how that might work.  I'd like to see something different than player housing, or at least a twist on it.  I'd almost prefer a workshop or research lab to a traditional apartment or house in TSW.  Any other cool ideas?

Okay TSW combat haters, you've been pretty loud about what you dislike.   Now tell us what combat games you think are great. Vote below or add your own!

if you are feeling talkative tell us why.



Originally posted by Vutar
Originally posted by Pale_Fire

They have worked on the game.  For some reason, you're under the impression that because you don't like the game, it must be bad.  You are incorrect.

It's not the game, it's you.


No, it is the game. As people told them repeatedly during beta and since, the combat is bad. your opinion.  There's a whole boatload of people playing this game right now that like the combat and have no issue with it.

It's called learning to play.

Face it: you never figured out the deck/synergy/combo system.

Originally posted by MindTrigger
Originally posted by stvnkrs10

I bought this game before launch and wanted it so much to be what it could have been. Concept = awesome! I still am glued to walking dead. Graphics and world appeal = Awesome! Quests and interactivity = Awesome! 


The problem is in the combat. It was so choppy and forced feeling it drove me out. Has it been improved? I wan't to play this game more than most out there, but the combat is so bad, I just can't. 


Did anyone else get this feeling?


If only a dev would read this and put some time in to revamping the feel of combat.

Combat is a big one, including that there is no world PvP, which would be amazing.  It's also that they chose to take this amazingly rich idea in the direction of a themepark dungeon gear grinder instead of something more open world and social.  Most of the current players weren't hanging around the old DarkDemonsCryGaia forums when the game was still in concept/design.  The community was so rich and interesting, and dying to live in an RPG game.  It's a shame really, because you can see so much potential in what they have done, but there's no depth.

As much as I would like more sandbox elements in the game (for the record, Joel Bylos has said the same), the reality is that TSW has always been billed as a theme park.  There are some sandbox elements they are working on (Black Ops), but I think I've pretty much accepted things as they are, and still love the hell out of the game.  The storyline is very deep, and there are always new bits being added.  Agreed there could be more faction-specific content added though, but I would say there's more depth to the lore in TSW than there is in many MMOs.

Originally posted by Ender4


Originally posted by Agent_Joseph
what is wrong with combat ?.. am I miss something ?,I have spend  1600+ hours on game play


It is dull and repetitive? I liked the game but the combat really did turn me off as well. I didn't end up finishing Egypt because I was just so bored of the combat. I found myself just trying to run past things so I didn't have to waste the time fighting it and that is never good.

Did you ever create more than one deck?  Change up your abilities?  Look for ability combos/synergies?  Why do I have the sneaking suspicion you used the same deck the entire time you played (and that it wasn't a very good one)?

Originally posted by Elikal

I really was/am the biggest mystery fan there is. So when I heard of TSW originally, I was totally thrilled.

I had played TSW from launch ~2 months, then again half a year or so later as well, and the last 2 days again anew. But... no. The combat is still the same crappy mess. It wasn't reworked or improved at all. The skill selection is still a chaos, you can select 1000s of combinations of which 999 suck. Targetting is a mess. Some power are STILL totally overpowered while other powersets are lame.

Nothing of the quests has changed, I didn't see any new additions neither with my mid level old char nor with my new char.

I still had this chaotic feeling from the start, still mobs every 2 meters, still crappy invisivble rewards instead of stuff you can WEAR and SEE.

Still all 3 factions go to the same terretories, no replay value, no new zones or lands.

Asf asf


Sorry if the critique is a bit simplistic. I am just frustrated. I had hoped Funcom would work on the game. I mean, other companies did, but apparently Funcom just lets the game run as it is. A shame. I can accept games and companies who work with their games, but Funcom apprently just let it all be as it is. I mean, I am sure they added some stuff, but nothing I could find in 2 days aprox. 14 hours play time. I guess that was the last time I gave this a chance. Three times is enough, and if Funcom did nothing by now, they won't at all.

Too bad. I really had hoped this would be worked on after launch.

The things you are complaining about are the same reasons the player base like it.

We like the ultimate freedom to pick from hundreds of abilities.  If you can't (or won't) understand the synergy/combo system of actives and passives, you won't like combat.  Use the starter decks if you don't want to mess around with each of the abilities.  I happen to think creating my own decks is a lot of fun, especially when I find a chain combo that works really well.  The game itself won't hold your hand with this (the pre-made decks are there, but they aren't that great). Better is to go read some of the deck building guides out there (use Google).  Read the threads in the forums.  Use the Search panel to find combos.  Yeah, the animations could be better, but the combat system doesn't need fixing. 

We like quality over quantity in the quests.  Lots of missions throughout the zones, and new questlines always being added in the DLC issues, some of which are some of he best questlines ever made (Tyler Freeborn).  Lore spread throughout the game, achievements.  Lairs, dungeons (3 difficulties), raid, and now scenarios -- there's plenty of content; are you running over the same areas?  That would be the same situation in any MMO.

Players I think like the feeling that the world is a tad more dangerous and difficult than many MMOs.  I think the Ak'ab areas are the ones where mob density is a real problem/challenge. 

Players like that they have complete control over their look, and that clothes are separate from gear.  Weapons and clothing rewards are plenty visible, and come as rewards for completing missions. 

Somewhat agreed on the amount of difference in the factions, and in general would like to see more faction-specific content.  The factions have different flavor text for the missions, different cut scenes, and there are differences in clothes and some faction-specific missions, but yeah, there could be more stuff added for faction-specific stuff.  One thing on the table was the Black Ops missions for factions, but this may be a ways off.

Sorry the game isn't built the way you would prefer and that it works a bit differently than other MMOs, but overall pretty darn happy with the direction Funcom has taken it.  Now to get Tokyo out the door, dangit!

Best thing to do is check over at the official forums.  Here:

Originally posted by DamonVile
Isn't the argument if you don't see it my way you have no social skills a little self defeating ? 


Originally posted by Broomy

But I agree that LFD needs a serious update, break it into speed runs, grinding, etc.  so people that want to be social can join a LFD for "Social outcasts that have no IRL friends and have all day to play" mode.  ;)

So that we are equally extreme and insulting across the board:

  • Social outcasts that have no IRL friends and have all day to play and socialize mode
  • Social outcasts that have no IRL friends who can't stand to talk to anyone except for "gogogogo" in an online game mode
  • Social outcasts that have no IRL friends who only play games to power up and grind more lootz mode
All fixed.

The problem is not really so much the existence or non-existence of a dungeon finder tool, it's really that they just haven't been designed very well.  Why not allow players to pick the type of run they want (speed run, social/casual, loot grind)?  Why not make the finder context-centric, so that only the dungeons in the vicinity are listed?  This gets people out of the lobby and out into the world.  How about the ability to add notes and advertise your guild while you are at it, more like a bulletin board?

There's lots of things that could be done to improve finders without throwing them out altogether and going back to spamming chat.  Hell, they could even be made "immersive."  

And why the heck are people so damn binary about these sorts of things?   

I could see how a character class and race combination might give you a particular head start when it comes to particular abilities/skills.  So that a dwarf fighter might have a little better starting point with hammers and axes for example, since it's a preferred weapon choice for that race.  Other races wouldn't necessarily get that head start in those particular weapons, but nothing would prevent them from learning axes and hammers over time.
Originally posted by jayarte

Good grief, sometimes I just despair.  A thinking "man's" mmorpg?  Really?  And don't give me the old man = everyone bs.  I would invite all men to step into the shoes of a woman for a second and imagine what it would be like to never see things addressed to the whole of humanity using the word "woman".  Maybe ruminate for a second about just why it might be that man is (still being) used to mean all of us humans?  Any links with patriarchy and power, I wonder?


Is this really 2013?

Well, that was a hard left turn.  :)  man = mankind, which I know is old fashioned.  But, yeah, person might have been a better word in 2013...

Originally posted by Horusra
Skyrim did not release till a guide book was out for it. Lot of places sold it as a bundle.

Sure and that's fine; perfectly okay to have guides and hint/answer books and websites...  But the game should be playable without them.

Originally posted by udon
Originally posted by SomeHuman
  • I played through about three hours of the TSW trial and was unenthralled.  Mash button, don't die, level, level, collect supplies, select skills, find pieces of paper, mash button,  ugh... (pretty and mature, but boring as hell)
  • I'm looking for a game that requires a bit of strategy (similar to a card combat game) but also has the element of exploration and discovery.  It needs to have some difficulty.  
  • I'm hoping there is something I've over-looked or have forgotten about.  I've been through most of them out there.

 It's a game where you are required to plan out before you attack how best to use the limited number of actions you have in combat.  

To be fair, it's really not necessary to plan out anything in the first zone.  It's not until you get into the more difficult areas in Savage Coast and Blue Mountains where thinking about your build becomes truly necessary.  The folks who don't have patience to get to that point of the game could easily assume that there's nothing more to combat.

Originally posted by Horusra
I am not saying your idea is bad. In this current market flash in the pan is what is being made. Long and difficult might make good niche but do not demand a lot upfront in way of graphics and development. Pacman beat out chess.

Although chess is still around and people have moved on from Pacman.  ;)  It's certainly a design choice, and it would need to be embraced wholeheartedly.  Skyrim actually follows the model I am thinking of, and it's been pretty damn popular -- and not necessarily "long and difficult."  It's the difference between placing signposts and markers all over the place, and simply letting the world and story and puzzles reveal themselves through natural travel and exploration.

Originally posted by Horusra
The problem is does the number that wants the puzzle out number those that want the fastest and best (relative term) to the top. Crossword costs little to make and maintain compaired to an mmo.

That's a development challenge though.   I don't see how making signposts and questgivers all over the place adds longevity to your game.  If you bake it in, it takes longer for players to figure it out and post the walkthroughs.  I'd argue that it will boost value and longevity to bake your scenarios into the world.  And any dev worth his salt would be able to build a system that is easy and inexpensive to maintain and update.

Originally posted by Horusra
In todays world you live in a dream if you think the majority of people will spend 10 minuted ingame searching over 1 googling. Look at eve with guides, programs to plan training, and databases.

And yet everyday, people complete the NYT crossword puzzle without looking up answers on wikipedia.  They like the challenge of figuring it out.  Just because people like to cheat, doesn't mean we should stop making games that challenge people's brains.  Nothing wrong with a guide, and looking stuff up, but that doesn't mean developers should stop giving us interesting puzzles.

Originally posted by Horusra
Why not...because a website walkthrough will be out in a what is the point.

Are you playing a game or a walkthrough site?

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