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All Posts by Ortwig

All Posts by Ortwig

52 Pages First « 4 5 6 7 8 9 10 » Last
1032 posts found
Originally posted by JudgeUK

Well, if you don't succeed try try try

I'll give this yet another go. My hopes aren't really that high as I've never managed to get out of the first area before throwing in the towel - despite repeated attempts to get into the game.

It will be a healer - that's the class(es) I like, see how we go......

Here's a few good resources for you -- get yourself a good build, and it will help a lot -- remember that you can play every role in the game with one character:

You're probably better off posting questions over here:

You can sign up for the forums inside your account settings on the TSW site, but yes, the community is very friendly and helpful to newcomers.

Originally posted by Torvac
Originally posted by Ortwig
Originally posted by fivoroth
Limited buttons is boring if there is no choice and variety. GW2 is the prime example of extremely boring and limited skill selection.

There's over 325 abilities that can be slotted in the 7 active and 7 passive slots, and you can learn every ability in the game.  There's an 8th slot if you get the aux weapons (flamethrower, rocket launcher, quantum brace, whip, etc).  With the augments, you can do even more, and can create a huge number of unique builds.   With the gear manager, you can swap the entire deck (the 7/7 slots) very quickly. 

There's plenty of variety; I honestly believe people aren't understanding that the 7 slots are just equipped decks of abilities that are meant to be swapped out and interchanged regularly.  You can create multiple custom decks that do different things and the variety is in swapping out different builds and weapons.  You are never "stuck" with the same build for the entire game -- in fact it's encouraged to switch it up.

less than 100 abilities are used in endgame, rest is inferior filler stuff. gear manager is broken since start. the new augment syystem look nice on paper but this will be the biggest grind since aoc godslayer (and guess who designed the grind part there). it will also make the game even more complicated for new players.

That's nice that you've chosen to focus only on nightmare endgame, but there's a lot more to TSW than that...  investigations, sabotage missions, lairs, farming signets, 2 other levels of dungeons besides nightmare (normal and elite), great storylines, RP, crafting, clothes separate from gear, PvP, and scenarios (with random twists) in Issue 8.  Even if you're doing only nightmares, you can try the noobmare channel and do runs without the "elitist" 100 abilities you've decided are the only valid builds...

EQNext, Star Citizen, Shroud of the Avatar...
Originally posted by fivoroth
Limited buttons is boring if there is no choice and variety. GW2 is the prime example of extremely boring and limited skill selection.

There's over 325 abilities that can be slotted in the 7 active and 7 passive slots, and you can learn every ability in the game.  There's an 8th slot if you get the aux weapons (flamethrower, rocket launcher, quantum brace, whip, etc).  With the augments, you can do even more, and can create a huge number of unique builds.   With the gear manager, you can swap the entire deck (the 7/7 slots) very quickly. 

There's plenty of variety; I honestly believe people aren't understanding that the 7 slots are just equipped decks of abilities that are meant to be swapped out and interchanged regularly.  You can create multiple custom decks that do different things and the variety is in swapping out different builds and weapons.  You are never "stuck" with the same build for the entire game -- in fact it's encouraged to switch it up.

Give The Secret World a try (no levels).  Here's a good write-up:

Originally posted by trieditall
Looks interesting but I will never fork over cash without being able to test drive.

Ask for a buddy key here:

I wouldn't dispute any of the games on there, but there's a few more I would add:

Age of Conan -- really interesting combat mechanics, and good storytelling as well

Lord of the Rings Online -- it's sort of quiet and under the radar, but it has some very beautiful landscapes as well as interesting plotlines throughout.  Very nice job of staying true to the books.

Also: Anarchy Online, Vanguard, Allods Online, Age of Wushu, Darkfall and EVE.

WoW might be good for someone completely new to MMOs and who are not super great with computers. Also has a pretty low graphics requirement. And many pets! :)
Originally posted by cura
Originally posted by TheRealDarkeus
Originally posted by cura
Originally posted by TheRealDarkeus
Originally posted by Agent_Joseph
Originally posted by Lord.Bachus

Actually i agree with the OP...


This game does many many things best in buiseness...


However their combat system is not fun at all (in my opinion), why?  well, there are so few skills, and they are organised in such a way, that while doing combat you mindlessly repeat the same rotations time after time...


Thats why i like games with combat that force players to react to the things happening on screen, and in general games with a plethora of skills work better for that... this is also the reason i never play DPS classes, but stick to tanks healers and crowd controllers in the trinnity.



Anyway.... while no game is perfect, the combat system in this game is not fun at all, and since i spend most my time doing combat, i quit the game.   My favourite games force people to take tactical decisions at the right moment...

You just describe TSW boss fight;NM,lairs...

That is what I was thinking.  You just described TSW combat to a tee.  What do you really want from games?

Yeah, only you have like five options lol

Five options?  What do you mean?  Build options?  Because I can think of four healing builds that do it differently right now and the same number of DPS or Tank builds, all different..  I am not sure I understand what you are saying.

What i meant is that decks consist of like five active skills you can use during fight. That doesnt provide player with many tactical options. Offcourse you can swap decks out of combat which can help in some situations and you have to move but overally i found combat combat and synergy system more tedious then tactical.

Ok but there are actually 7 active and 7 passive slots, not 5. You actually have 8 active slots when you start using the aux weapons. Let's at least be accurate about what is possible. With 525 abilities that can be slotted in the deck, you actually have room for a lot of combos and variety. Work in active and passive synergies and there's quite a bit of depth there.

Dodging and moving is a big part of combat too. Fine if you aren't interested in learning how to create an interesting deck, but plenty others are having fun with the system.

Keep an eye on Star Citizen.  Not Star Trek, but it looks promising.
Originally posted by OldTimeGamer

Are you saying you have played The Secret World, TangentWorld, and missed all the inconsistencies?

If you failed to spot them then you may not understand them if I pointed them out.

Gee.  Try us.

Originally posted by Ayulin
Originally posted by CasualMaker
Originally posted by Deleted User

Im really not sure what all this 1-3 weeks to clear all the content is about.

I had the game for two months at launch, when there was less content, and I didn't get anywhere close to clearing it all.

I think theres a lot of people skipping a hell of a lot of content to make these claims.

I've been playing casually since last fall, and my highest character is in Transylvania but probably less than halfway thru. I haven't tried any dungeons after Solomon Island, have very limited experience with Lairs, and haven't touched any DLCs except Last Train to Cairo and first mission or two on A Dream to Kill. Why are some people in such a tearing hurry?

I've said it all along and I'll continue to say it: People tear through these games because they've (largely) come from a single-player/offline gaming background, where it's a kind of "badge of pride" to "finish" games as "fast as possible".

Most of them came to the MMO genre with WoW. Problem is, rather than adapting to the "never ending", on-going adventure feel of the genre, they forcibly shoe-horned their single-player "finish it as fast as possible" playstyle into it. They insisted that developers change the games to meet their inflexible gaming habits.

Since MMOs don't have a "finish" - they're forever expanding and evolving, and there is no "Win Screen" - players have adopted "Level Cap" and "End Game" as a surrogate "win condition". And so, they race through the game, skip past tons of content, barely even pay attention to the content they do complete (no time to pay attention! I gotta gooooo!!!!), and burn through it as fast as they can.

Then they get  to the end-game, they burn through that content (usually grinding on raids, etc to gear up), they reach the "peak" of what they can do in the game at that time, and then say "Okay, so now what? This game sucks! There's not enough content! I'm going to __Shiny New MMO Here__ instead! They're launching with a ton more content and the developers know how to develop a MMORPG!

And they do... And they proceed to do the same thing all over again. The "tons of content" they boast about is meaningless, because - just like the previous game.. and the ones before that - they're going to completely skip most of it anyway. Why? "Because I gotta get to end game ASAP!! No time for content!! I've gotta goooooooo!!!".

And so, one MMO after another, after another, after another falls onto their "crappy MMO" list. Why? Because MMO gamers like that are their own worst enemy. So long as they insist on "beating MMOs", rather than "playing them", no MMO will ever exist to satisfy them. It isn't possible.

My conclusion is that there's a large population of people playing MMOs who really shouldn't be playing them.

TSW is a MMO for patient people, for thinkers, for people who know how to appreciate the depth of lore, puzzle-solving, storylines, excellently written and beautifully voice-acted characters, believable environments with enough atmosphere to choke a horse. It's not a game for the impatient, for those who think the combat system is "the most important part of the game", that "storyline isn't important", or that "end game is all that matters". It's for those who can appreciate and immerse themselves in a meticulously crafted world, not for those who just "gotta gooooooo!!!" every moment they're logged in.

There's a definite anti-intellectual, anti-journey, anti-story, anti-depth sentiment among the MMO community. Most newer MMOs are forever cranking up the hand-holding and coddling, while creating ever more shallow experiences. So long as that trend continues, TSW will remain a niche title.

And for me, that's absolutely fine. I love what Funcom have created in TSW. It's a brilliant game.

Well said.

I recommend giving TSW a look.  Good article on the game here:

I'd be intrigued by a MIchael Moorcock universe (Elric) where characters could pick from Law, Balance or Chaos factions.  It could certainly present some interesting moral dilemmas -- such a universe could be fascinating, but perhaps difficult to pull of well.  I could see Dune being done in a similar fashion.

Here's the direct link:

Remember that you can also travel via anima well.  Hit /reset, then pick the well where you want to rez.  You can save pax for gear repair by unequipping/re-equipping gear before/after.

Here are the details on the subscription benefits:

Originally posted by Lobotomist
Originally posted by MindTrigger

They now have low level and higher level decks people can follow to play the game so they can learn how things work with a guided experience, if needed.  I mean, I know many of you are completely used to having your little hands held throughout whatever class you decide to play, but you pretty much have that in this game now too, if you choose to use it.  Not sure what else they can do.

I know its bit pathetic. But I want to focus more on content and less on min/maxing theory crafting.

If you look at some of those more advanced decks, you'll probably find one that's using the same weapons you are using now, or something close.  You can just keep building on your starter deck and branch out into some of those outer wheel abilities.  The other option is to just do a bit of searching on conditions you are already triggering with your current deck (handy-dandy search panel to the right of the wheel).  Just look for conditions your passives can exploit and remember passives can be from any weapon, not just your equipped.  It's not really min-maxing, just finding abilities that work well together.

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