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Understanding The Secret World combat mechanics in 3 steps.
Beta Reviews & Impressions « The Secret World 5/23/12 9:48:48 AM
Originally posted by FredomSekerZ
He swapped in combat... at 6:10 Again, more misinformation.
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SWToR: 9.0/10 There goes all of your credibility. I actually think that you can invert the revew scores to find their true values.
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TSW is an ambient, story-driven MMO for the horror fanatic
General Discussion « The Secret World 5/23/12 8:03:49 AM
Originally posted by Gwahlur
Well some parts of it are goofy. The voice-acting and story at times, particularly the dialogue, like in SWToR, is simply goofy. It might be something out of a B movie, but it's still entertaining to watch. If you love horror movies and the old 80's B movies, then you'll get a kick out of it in any case. This isn't the kind of game you play to challenge yourself, but to be entertained. Isn't that what all games used to be about? Enjoyment?
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TSW is an ambient, story-driven MMO for the horror fanatic
General Discussion « The Secret World 5/23/12 8:00:58 AM
Originally posted by Chopsticks
If you don't do the story, you miss out on the experience. The story quests are of generally better quality than the generic (blue/blood red) ones anyway. In that sense it's a bit like SWToR, but with a better world design and much more detail.
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Seriously, grow a sense of humor. I was one of the guys in OB who made fun of the Elin and the people who played them; people were putting me on ignore left and right, but I kept the chat mostly entertained and it entertained me. Why interact with people through an online client if you can't joke with them about the things you'd never joke with them about in real life?
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Understanding The Secret World combat mechanics in 3 steps.
Beta Reviews & Impressions « The Secret World 5/23/12 4:45:34 AM
Originally posted by cutthecrap
You actually can swap in combat as demonstrated in a developer video. Troll harder.
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TSW is an ambient, story-driven MMO for the horror fanatic
General Discussion « The Secret World 5/23/12 4:41:21 AM
This MMO was made for HORROR FANS The setting and details are mostly references to 80's horror flicks, Lovecrafts works and other horror/fantasy literature. There are literally references everywhere. You can't escape them and they will draw you into the game like nothing else. To further draw in the player, there are some minor point-and-click elements that require you to read the quest text, find clues and follow symbols.
The character customization is also unique in the sense you can gain all skills in the game and readily swap between skill sets. Everybody will be able to tank, heal, DPS etc. and will readily be able to swap between the roles at a whim, sort of like in GW2 with respect to its weapon-swapping mechanics.
Often it feels like you are in a horror movie yourself, with the gory monsters, gratuitous topless nudity and questionable plot/voice acting.
[mod edit]
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Understanding The Secret World combat mechanics in 3 steps.
Beta Reviews & Impressions « The Secret World 5/23/12 4:13:48 AM
That's not the combat mechanics, but the skillset mechanics. You might have to plan your builds, but once you have found all of the appropriate builds for every situation you're basically set.
Reading tables is not hard. It's not intimidating. Everybody nowadays can work with excel, hell high school students are now experts in it. Condescending to future players for no good reason at all isn't helping the game. Maybe if you had compared it with GW2s weapon swapping mechanics you would have had more people interested instead of just trying to insult their intelligence.
Maybe GW2s base combat per weapon set is just as bland, but I haven't played it yet, so I'll reserve my judgement. The whole complexity of the actual combat per se is NOT figuring out the builds, but figuring out when to swap between them. Combat implies real-time decision making, not planning.
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Why there are no 500 freely selectable skills
Beta Reviews & Impressions « The Secret World 5/22/12 11:33:56 AM
Originally posted by jdnyc Some of them do implicitly, as they correspond to some active skill.
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Originally posted by Nitth
How the hell did I miss that in OB? Well thanks a lot for pointing that out. That definitely spices things up a bit. You've changed my opinion on combat with one post.. although the arthritic builder spamming I could still honestly do without, but that's my personal problem, so.. c'est la vie
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Originally posted by stromp45 Fist/blood is awesome. I did the same. It is the most survivable thing out there with fair damage. You could do the same with anything/blood really. Sword/blood worked for me as well and the last combo I tried, which was more damage oriented, but not very survivable was hammer/shotgun (but very fun!).
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Originally posted by AdamTM
To be fair, quite a few of the quests were very standard, especially the one you get at the church that requires you in the first 4-5 tiers to go from massgrave to massgrave to kill 5 of some type of mob. It offers very little story past the first tier and forces you to do mindnumbing grinding ... well not much, but still a good 25 mobs worth of boredom before it gets slightly more interesting. That wasn't the only quest of that nature either. The quest that has very little story and asks you to kill the zombie veterans wasn't too much better.. and the list goes on.
Contrary to that, there's the quest that makes you look for the pages, the symbols on the church, or the main story quest that forces you to either know of the famous song that nearly every person on the planet has listened to at one time, or another, the four seasons. It was easy, but still refreshing. Still, the fact remains that a lot of the content is very standard, although there are a few gems in the rough witih point-and-click elements in them.
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Originally posted by Sovrath The problem is that the few who haven't coped yet with hotkey combat are very, very few, because of WoWs immense popularity. Hell, Teras catchphrase is even "True action combat", partially because that's all it really offers, but still, it's becoming a trend in upcoming titles for good reason. If GW2 didn't have weapon switching and "dodging" its combat would be conisdered prosaic. GW1s combat is nowadays considered bad for a new game.
The newer titles are catching the trends, or at least trying to. Even the Elder Scrolls MMO that sounds horrific is using GW2s/AoCs system to an extent. Most people have played WoW, so most people are facing diminishing returns when it comes to the same style of combat, or combat that offers less complexity than WoWs.
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Originally posted by ShakyMo
For PvP in WoW you had to use all stances in the good old days. There are definitely a lot of viable builds in TSW, but all builds are situational at best and that's apparently what they were aiming for, which is good.... but.. The problem is that you can't change builds during combat. You are relegated to a certain way of playing once you're in combat and it's kind of boring, because it can't accomodate strategic play due to constraints. You're right: You didn't have to use all of those buttons in certain aspects of the game, but there were situtations that required all of them, especially when tanking/pvping etc.
TSW will never have that kind of complexity the way it is now, unless they let you change builds on the fly in future content. In fact, if they let you did that it would solve a lot of complaints I think and make it more interesting to play.
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Originally posted by ShakyMo
Yeah, it's not.. it's sadly worse than WoWs combat, because the rotations are more trivial. There are less situational abilities, because there are only 7 active abilities period. GW2 forces you to swap between different weapon sets, in this game you predetermine your set of skills before combat, not during, so regardless of what you pick it's the same old 7. You're definitely spot on with the GW combat too; GW combat is just as shallow. The whole complexity, just like TSW, is with determining your skills beforehand. The problem is that in GW there wasn't really a lot of grinding and a lot of the PvE stuff was forced grouping, which was great for that particular game.
So far in TSW it feels a lot like CoH where you can progress mindnumbingly easy through the content single player, since the base mechanics are so trivial and finding that optimal heal/sustain build is easy with claws, or sword/blood etc.
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Originally posted by ShakyMo
The problem is that there are only 7 abilities. You can only skin a cat so many ways. Most builders you alternate usage with, like with claw healing/damage; there's little variation to your base rotation once you have it figured out. The elite active skills generally have cooldowns, so once again the base rotation is trivialized through the button constraint and builder/finisher design. Take the WoW warrior: You had stance dancing => 3 buttons Initimidating shout/Stun => 1 button (situationally used) Base damage abilities => >= 3 with 1 situational (execute) => >= 4 buttons Situtational defensive abilities => shield wall/spell reflect/healing/fear immunity/damage etc. => >= 3 buttons Mobility abilities => >= 2 buttons Snare abilities => 1 button etc. Obviously I omitted some, but that's intentional, the point is that for only so many different effects you need a certain number of buttons. 7 buttons is a serious constraint by itself.
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Originally posted by Sovrath
GW2, Tera, Raiderz etc. are all showing that that simply isn't the case. This isn't 2004, where WoWs combat will fly, this is 2012, where we have seen and done everything EQ-like. It's not a question of being "bad" in the absolute sense, but "bad" compared to what else exists and what our expectations are. Diminishing utility is the operative word and some of us, nay, most of us have played the hell out of WoW/EQ/CoH etc. and NEED something new. Back in 200X, X <= 4, we didn't have those expectations, because we were all relatively new. AO had absolutely atrocious combat, but a lot of us didn't mind, because it was still relatively new.
It's like releasing a platformer like super mario bros. for the NES AGAIN during the 64-bit era; it would have not have flown then and it still wouldn't fly today as a superior good.
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Originally posted by Arkain
You sure dug yourself into a hole with that one, but you did the smart thing and lay down it.
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Originally posted by Sovrath Those games were all about combat, just like this one is for the most part. You complete quests, or kill enemies to advance. The latter is enitrely combat, the former is MOSTLY combat, so it is, by definition, a combat-focused game.
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