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All Posts by Ortwig

All Posts by Ortwig

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1008 posts found

Some pretty interesting information about what will be in Issue 8:

"Firstly, the content: Issue #8 begins when the players are instructed to complete training with the Council of Venice in order to certify them as prepared to face the chaos in Tokyo. This is achieved by completing Scenarios.

Scenarios are virtual worlds created for the sole purpose of training the player to deal with situations that arise daily in The Secret World. Because this feature can be expanded in many ways, we will add additional Scenarios at a later date. Scenarios will be available for both group and solo play, and they will have different levels of difficulty.

These scenarios are designed to be repeatable through the use of certain highly random elements. This means that a scenario will play out differently every time and that players will need to adapt to circumstances on the fly."

Sounds very cool.

Originally posted by JimmyYO

Lol at some of you thinking blizzard is intimidated by any of the upcoming/current games out there. Technically the only thing blizzard would have to do with titan is make a highly polished MMO to beat the majority of trash out there right now.

The only game to even scratch the surface of WoW in the past 8 years is GW2 and it doesn't have 1/10th the active players, on a non sub game. Ponder that for awhile and rethink your answers.

I don't think the word "intimidated" was ever used.  I think Blizzard took a cold hard look at the MMOs available and 1) saw that Titan wasn't different enough (especially if it was too similar to Wildstar) 2) Titan might dilute subs from current WoW, which is in slow decline 3) could possibly drive people to other games simply due to "change"

My guess is that they decided it was better to continue with WoW until subs really started seriously falling and continue to bring in sub dollars as long as possible, and make Titan the successor to WoW when the time is right.  Much less risky, and leverages the strength of the Warcraft IP.  Not intimidated, just cold business logic.  

Whether sandbox features make it into the game will depend on what the market says over the next few years.

Well, I do believe the game plays differently than many MMOs.  For one, you can take the missions in any order you like, and because you are using a cell phone to turn in, there's no need to "return to the hub."  The story for each mission is strong enough that it certainly doesn't feel like a grind.  For the investigation missions especially, you can spend a bit of time just thinking about the answer without fighting anything at all (depending on whether you resist the walkthru sites).  When you get a  Kill X quest, there's usually a strong enough story behind it that it doesn't feel like a typical kill X quest, and even those tend to have a little puzzle to be figured out as well.  

Oh, you can certainly grind monsters if you want, but XP rewards are better for simply completing missions or running dungeons.

There is a linear path for the main storyline, and the zones follow the path of the story.  I'd argue that the zones are more tailored to the story than any particular skill level.  There are high difficulty areas in each of the zones (the farming areas and the lairs) so returning to a zone to do other stuff is possible and likely -- you can even "gear down" to run starter content with more challenge (base health doesn't change much without gear).  In fact, there are even story threads that provide a reason to return (Tyler Freeborn and Last Train to Cairo).  Finally, you can choose to do lairs, hunt lore, do pvp, run dungeons instead of pure grinding.   

No it's not a sandbox, and yes there is progression, but I don't think it's a level grind in the typical sense.  The only time I have repeated content was to group with friends who were just starting out in the game.  Now endgame is another story -- those who want to complete the wheel, or equip all 10.5 purples will probably be spending a lot of time in the raids and the nightmare dungeons.  Most content is doable in 10.1-10.2 though, so the choice to grind endgame is usually more about having the best gear possible than a requirement to get through any particular content.

EDIT: There is no requirement to be at a particular skill level to advance a storyline or zone.  There is a story requirement that must be completed in order to move on though.

I'm wondering if they looked at the landscape of MMOs out currently and saw that Titan wasn't different or unique enough to really compete -- if they were doing sci-fi, there's Wildstar, SWTOR, Defiance, TSW, Planetside 2, Firefall, and if they were doing fantasy, there's GW2, TESO, Neverwinter, TERA, Rifts etc.

I wonder if they decided to go back and do WoW2, and leverage all the lore they already have invested in their crown jewel.

You can group and join cabals across any server ("dimension" in TSW) so it's not so important you be on a particular server.  Here's an article on how the server technology works:

Originally posted by Grailer

I know I would probably love it if I knew wtf I was doing .

This thread might be helpful:

Originally posted by DocBrody

Way too cheap, Funcom are killing their own company.


if TSW is sold for 14.99, Gw2 should go on sale for 5 bucks


btw I got the discs boxed version back then, the game client is HUGE, almost double size of SWTOR

Actually Funcom gets paid the same no matter what; Amazon (or Steam, or EA) is the company who takes the hit when they decide to have a sale.   Here's the direct link to the download page:

Rift or TSW?
LFGame « General Discussion
5/22/13 11:54:25 PM
It would help to know what you value in an MMO.  The 2 games are very different, so it will completely depend on what's most important to you.
Originally posted by SpottyGekko

There's a significant difference between being immersed and being engrossed. Many posters in this thread are confusing the two terms.

When I played games like Space Invaders, PacMan, Asteroids or Missile Command in the penny arcades decades ago, the real world ceased to exist for awhile as my senses were 100% focused on the game. 

But I wasn't immersed in those games, I was engrossed. I didn't imagine myself as a little yellow disc flying down a corridor munching little powerups floating in mid-air. That was not relevant, the mechanics of the game were the important things.


Nassir from TSW.


Planetside 2, maybe Defiance?  AoC is also free to play as well...

Those are the major content releases, or "Issues," and yes there have been 6.  Issue 7 is coming, and I do believe it has something of a James Bond theme going:

There have also been a number of patches for bugs, PvP and other fixes and enhancements.  Item of the month and clothes appear in the store more frequently.

Originally posted by Lord.Bachus
So what has been changed and added to the game over the first year?

Here you go:

Originally posted by Deadlobster

what builds are needed? I mean are there loads of DPS/healers and no tanks or anything along those lines?

This thread may help you get oriented:

Originally posted by Icewhite
Originally posted by Ortwig
Originally posted by Axehilt

Chess is dumbed-down because the moves are simple and you see the entire map.

I mean you can explain the rules on a single sheet of paper.  A small child can learn to play!

If Chess was a deep game, the rules would be fifty pages long, fog of war would exist, when you lost a piece you'd be punched in the face, and when you lost a game you'd be kicked in the groin until you blacked out, and be unable to play another Chess match until you walked back on foot from the hospital!

This thread was worth reading for this post alone.  :D

"Because people with low self-esteem boost it by seeing other people more miserable than themselves, since that gives them the idea they are better than them. They accomplish that by putting people down"

I wonder if players from [game gen x] feeling this need to constantly denigrate [any/all] later players is a indication of poor gamer self-esteem in general, or just uphill-both-ways-through-the-snow (old guys waving canes).

Regardless, it's a perfect trolling topic, and always will be.


But your first-gen MMO was also sneered at for being 'too easy' by previous tiers of players, too. Standard hardcore pose, for as long as people been posin'.

Er, I just thought it was funny for the snow-both-ways argument.  ;)  That said, "complexity" and "simplicity" can both be done well, depending on execution.

Originally posted by Axehilt

Chess is dumbed-down because the moves are simple and you see the entire map.

I mean you can explain the rules on a single sheet of paper.  A small child can learn to play!

If Chess was a deep game, the rules would be fifty pages long, fog of war would exist, when you lost a piece you'd be punched in the face, and when you lost a game you'd be kicked in the groin until you blacked out, and be unable to play another Chess match until you walked back on foot from the hospital!

This thread was worth reading for this post alone.  :D

Originally posted by logan400k

Levels were not the only way to do things from the early days of role playing games. Runequest used a skill based system. In many ways it was totally different from D&D and Chaosium still uses its BRP (Basic Role Playing) system to this day for games.


I am not sure how it would translate into an MMO where players demand instant gratification from the system to compel them forward. MMO's are a competitive sport now and we mine them like gold or drill them like oil until the precious substance is gone and then move on. So a system where skills moved up incrementally from use and a player had REAL choices about how to make their character and what path to follow might not be desirable by the game paying public. Right there is the crux of the issue: convincing the current slate of game payers i.e. those who spend the money on MMOs OR convincing different people to spend money on a non-traditional MMO.

RuneQuest and Call of Cthulhu did it right.  BRP was skill-based, so you gradually "leveled-up" your individual skills as you used them -- the more you used them, the better you became.  There was still a sense of progression without the big character level thing; you could even argue that you got more "dings" since you were always using a variety of skills and they were all increasing gradually -- Skyrim does this nicely.  

The great thing about it was that your health never really increased (maybe thru magic), but that your Dodge and Parry skills become much better so you were much harder to hit as you progressed.  You picked up better armor, but that health meter stayed the same; you just got better at protecting yourself.  There still was also the chance (albeit low) that a lower level creature could hurt you with a lucky blow.  There certainly was a greater sense of danger in RuneQuest.

The other side benefit of skill based was that it removed preoccupation with "your level" and put the focus back where it belonged: the content and story of the game.  

A few years back, I was trying out a bunch of MMOs as well as a number of single player games, Skyrim being the most recent.   I kept asking, "why don't these MMOs have any intelligent puzzles or things to figure out in game?"   The fetch and kill X quests were killing me; even Skyrim had the occasional puzzle. The adventure game puzzle has been a staple since Ultima and Myst and Monkey Island -- why isn't this type of mission in an MMORPG?  I'm guessing this all goes back to the single player vs group thing, with puzzles not being something a group would have patience for (was patience a virtue we lost sometime around Y2K?)  

In any case, read about TSW during beta, signed up, and have been playing ever since.  The thing that makes this game unique is that it respects your intelligence and requires you use your brain.

You might want to add Rift to your list with it going f2p in June -- should be crowded then as well.  I love TSW and like GW2 as well, but the big crowds will be in Agartha for dungeons in TSW, and in PvP for GW2.
Might try Tale of the Desert.  Very crafting focused and non-combat.
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