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The Secret World Forum » General Discussion » Tried it again but... no. Just no

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93 posts found
  TheQuietGamer

Novice Member

Joined: 6/02/14
Posts: 330

7/12/14 8:08:49 AM#61

I couldn't stick with the game for long and my principal reasons were: -

  • fugly characters and animations (it matters to me to have some connection with my toon and part of that involves the physical appearance). 
  • the horribly clunky combat.  
The first was an annoyance but the second was a game killer for me.  
  avelarth

Novice Member

Joined: 5/04/09
Posts: 12

7/16/14 12:57:14 PM#62
sometimes i login the game and still client performance is terrible. they should fix client performance first, it looks like a alpha beta game.
  mazut

Advanced Member

Joined: 4/23/08
Posts: 839

7/19/14 9:24:00 AM#63
The combat is so extremely dull and boring and repetitive... And its the main focus of the game, you fight constantly. If the combat was at least a little bit better or I wasn't forced to fight all the time I would of love this game... sigh
  eviceus

Apprentice Member

Joined: 4/11/14
Posts: 7

7/22/14 9:29:28 AM#64
Originally posted by mazut
The combat is so extremely dull and boring and repetitive... And its the main focus of the game, you fight constantly. If the combat was at least a little bit better or I wasn't forced to fight all the time I would of love this game... sigh

Basicaly all MMO focus mainly on combat, i think you might be looking for an adventure game where you can solve riddles etc.

That being said, TSW has some of the best puzzle-like quests around, and some of them even dont include any combat at all (if you discount the need to kill some mobs in order to get into particular location).

 

If you have trouble with the combat, check at http://www.tswdb.com/builds/solo/

There are some solid builds for solo play. Some even aimed for begginers who generaly dont have access to many abilities.

The combat variety in this game is actualy pretty good, but not right from the start.

  Pratt2112

Elite Member

Joined: 2/12/12
Posts: 1309

8/15/14 11:18:56 PM#65
Originally posted by mazut
The combat is so extremely dull and boring and repetitive... And its the main focus of the game, you fight constantly. If the combat was at least a little bit better or I wasn't forced to fight all the time I would of love this game... sigh

When you're fighting stuff, what's your "rotation", or your routine? What type of build are you using, what synergies,etc? What weapons?

I know when I've played, I see a lot of people who are literally spamming the same builder over and over, using a finisher... then repeating that process. Some aren't even using a finisher. They're just spamming the same builder over and over. Basically, they're  playing it like they'd play WoW or most other MMOs... "spamming the '1' key". Then they're wondering why the combat seems so dull and repetitive.

I'm not saying this is what you're doing, mazut... because I don't know. I'm just pointing out that, for all the complaining I see about the combat, there's an awful lot of people I see in-game who clearly aren't even attempting to learn the system, or put it to use. 

TSW's combat is actually very diverse, very versatile, and provides a number of different possible playstyles. You can go with well-established ones, or do some experimentation of your own and see how it goes. TSW's combat system is the most rewarding when you're choosing weapons, actives and passives that build off and work with each other. A well-tuned and planned setup is actually a ball to play, and you can find yourself mowing down otherwise difficult enemies with relative ease. Seeing a setup you've figured out yourself, or perhaps another that you've tweaked more to your personal style work out really well is very rewarding. But a player will never experience that if they're spamming 1, 1, 1, 1, 2... 1, 1, 1, 1, 2...

It's also a matter of learning, understanding, then exploiting the weaknesses of different enemies. Diff. enemies are weak against different things. Knowing what those things are makes all the difference between taking them down with relative ease, dying to them over and over again, or having an extremely difficult time dealing with them.

The system is as deep, or shallow, as you make it. It's not a typical, super-streamlined, themepark style affair where you have a sword, and a bunch of skills you learn in a specific order... and then that's it. You have much, much, much more control over exactly how you play.

As for the animations being clunky, or whatever.. I dunno.. they never bothered me. I don't play TSW to watch the combat animations.

  engla

Apprentice Member

Joined: 7/26/14
Posts: 15

9/11/14 1:18:02 AM#66
Originally posted by Ortwig
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.

...in 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.

I am giving this game a third  chance too, right now, and it is still the same mess as it was a year ago. And all the time I get the same answer: what is your build, do you get synergies, blah blah blah.

It does not matter what is my build, it does not matter what is my deck, it does not matter if I make excel-spread sheet about abilities and study them 24/7. The combat does not change. It is still the sam 111111123, 111111123, occasionally 4,5 or even 7.  Movement is still horrible, and game is very bad for ergonomy. Having to drag your camera with right-mouse is disaster that leads to problems with your right hand, and let me tell you, I have gone through that already and never again. And then I'm told I have to learn to move! Hello! I come from action-games and I damn well can move while I fight, but in this game it is impossible to move because controls are so freaking bad and retarded. That is why peole complain that this game is clunky.

I just noticed that I never even look at mobs when I fight because what I look is my frieking meter that shows when I have pushed button 1 enough times and can fire my consumer in button 2. If that is innovative and exiting game-play then I must be Gueen of England and 80 years old. It does not matter what is my build and deck because the combat noes not change from that, you still do the same. You spam builder and fire consumer. The whole - freaking - game is this.

I wanted to like this game, I have forgiven horrible character creation, frustrating forced solo-missions where you die all over again and can't repair your frieking broken equipment, so many bad design choises, just because I wanted to like this game. For the story and idea behind it. But actually I don't know what the story even is because this game is a deck-building-simulator and not a game. I am too frustrated and annoyed all the time to even care about the story anymore. I'm out, for good now.

  Siug

Elite Member

Joined: 5/02/12
Posts: 1149

9/11/14 1:27:07 AM#67
Stop necroing stuff. 
  eindinbloch

Apprentice Member

Joined: 6/05/08
Posts: 59

9/11/14 1:45:07 AM#68
I hate to say it, because the genre and atmosphere of the game is fantastic, best around, but I have to agree with the OP.
 
The skills are just not fun for me.  I think the thing that kills it for me is that, while they have a ton of different synergies around different skills, they are based strictly around specific weapon types.
 
You want to have lifestealing?  You HAVE to use the assault rifle (I believe that's what it was).  You can't use hammers or claws or anything else, you have to use an assault rifle.
 
It would be very simple for them to just allow you to use any weapon and then base synergies around skills specifically.
 
I really really don't want to be forced to use a weapon to get the ability I want.
 
It's really too bad... I really wanted to like this game because of the lore and game environment...
  Another_Fan

Apprentice Member

Joined: 1/06/13
Posts: 51

10/01/14 12:06:50 AM#69
Originally posted by Elikal

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

You know they did more harm than good with what they did to it after launch. As far as I can see what they did is shoved out the content they had in the pipeline as fast as they could right up to Tyler Freeborn, to establish credibility, user investment and critical mass then they just strung everyone along with all the other updates.

The new work they did overall lowered the enjoyability of the game. They Nerfed entire slices of the skill wheel destroying play styles, and changed difficult nightmare instances to little more than slot machines where you had to hope bugs didn't trigger after you spent 2-3 hours getting through.

Then they put in the Scenario/Augment system which may well be one of the worst endgame systems ever actually allowed to be implemented in an MMO.

 

  Solar_Prophet

Hard Core Member

Joined: 11/10/13
Posts: 734

WAAAGH!

10/01/14 12:22:09 AM#70

Every few months I reinstall this game and attempt to play it again, and every single time I make it about four hours before deleting it in frustration. It's such a damn cool setting, with interesting and well-written quests and lore, yet the mechanics are just absolutely dreadful. Combat is boring and uninspired with very little 'oomph' to it, most skills are useless, progression is painfully slow, no dungeon finder or LFG mechanics in place, crafting is simply laughable, mob density is insane... it's just a badly designed game.

And yet the story and lore are so well done... sigh.

Example of a common core math problem: If you have four pencils and seven apples, how many pancakes will fit on the roof? Purple. Because aliens don't wear hats.

  Raquis

Apprentice Member

Joined: 3/18/13
Posts: 418

10/01/14 12:26:34 AM#71
the secred world could have been one of the best mmos but they did not think combat animations mattered and it bit them from behind,developers must learn a game must look and play good,and feel good.
  StanlyStanko

Apprentice Member

Joined: 10/28/11
Posts: 274

10/01/14 2:06:46 AM#72
Originally posted by TheQuietGamer

I couldn't stick with the game for long and my principal reasons were: -

  • fugly characters and animations (it matters to me to have some connection with my toon and part of that involves the physical appearance). 
  • the horribly clunky combat.  
The first was an annoyance but the second was a game killer for me.  

 

Indeed.

Combat & animations are horribly flawed.

But everyone should tolerate it as long they can, to try to see all the other cool and unique stuff that the game does.

  NemeisMerc

Apprentice Member

Joined: 9/27/14
Posts: 38

10/05/14 4:20:51 PM#73
Originally posted by StanlyStanko
Originally posted by TheQuietGamer

I couldn't stick with the game for long and my principal reasons were: -

  • fugly characters and animations (it matters to me to have some connection with my toon and part of that involves the physical appearance). 
  • the horribly clunky combat.  
The first was an annoyance but the second was a game killer for me.  

 

Indeed.

Combat & animations are horribly flawed.

But everyone should tolerate it as long they can, to try to see all the other cool and unique stuff that the game does.

I don't know about this. TSW has so many dealbreakers strewn throughout the game. Once you get past Kingsmouth, their starter zone that's designed to make people feel good about the game you just hit problem after problem.  For a game with such small zones, they seem to go to great lengths to make travel difficult, which you will find quickly in the savage coast and blue mountain. 

Blue Mountain is in itself a deal breaker for many people. If you haven't been working your build with this zone in mind (A bit of a pain for people that enjoy story)  you wind up being chopped to ribbons and repeating content back in the earlier zones just to set yourself up properly. 

Same goes for Egypt. Here they pulled out the can't take two steps without drawing a ridiculous amount of aggro trick. Bottom line, this is cheap, poorly done and very annoying to most people. I can see why devs like doing it, it slows down your progress immensely but it's like putting a tarp on a house and calling it a roof. Just no substitute for fun gameplay.

Note you can bypass egypt, but doing so means completely screwing up the story line which is your big draw

Transylvania is reasonably designed, but by the time you get here you are either working on signets or nightmare gear. Signets are horrendously grindy we are talking Korean die at the computer grindy. The other route are scenarios and augments which are Funcom's way of trying to monetize making your progress impossible. Either of these are bang a drawer on your hand because it feels so good to stop forms of entertainment.

I know people like to talk about the fun of theorycrafting and such but the grind needed to make new builds is insanely out of line with the fun/ unless you are willing to drop bundles of cash on Funcom for the ability to redo your gear.

 

  Another_Fan

Apprentice Member

Joined: 1/06/13
Posts: 51

10/07/14 12:53:40 PM#74
Originally posted by NemeisMerc
Originally posted by StanlyStanko
Originally posted by TheQuietGamer

I couldn't stick with the game for long and my principal reasons were: -

  • fugly characters and animations (it matters to me to have some connection with my toon and part of that involves the physical appearance). 
  • the horribly clunky combat.  
The first was an annoyance but the second was a game killer for me.  

 

Indeed.

Combat & animations are horribly flawed.

But everyone should tolerate it as long they can, to try to see all the other cool and unique stuff that the game does.

I don't know about this. TSW has so many dealbreakers strewn throughout the game. Once you get past Kingsmouth, their starter zone that's designed to make people feel good about the game you just hit problem after problem.  For a game with such small zones, they seem to go to great lengths to make travel difficult, which you will find quickly in the savage coast and blue mountain. 

Blue Mountain is in itself a deal breaker for many people. If you haven't been working your build with this zone in mind (A bit of a pain for people that enjoy story)  you wind up being chopped to ribbons and repeating content back in the earlier zones just to set yourself up properly. 

Same goes for Egypt. Here they pulled out the can't take two steps without drawing a ridiculous amount of aggro trick. Bottom line, this is cheap, poorly done and very annoying to most people. I can see why devs like doing it, it slows down your progress immensely but it's like putting a tarp on a house and calling it a roof. Just no substitute for fun gameplay.

Note you can bypass egypt, but doing so means completely screwing up the story line which is your big draw

Transylvania is reasonably designed, but by the time you get here you are either working on signets or nightmare gear. Signets are horrendously grindy we are talking Korean die at the computer grindy. The other route are scenarios and augments which are Funcom's way of trying to monetize making your progress impossible. Either of these are bang a drawer on your hand because it feels so good to stop forms of entertainment.

I know people like to talk about the fun of theorycrafting and such but the grind needed to make new builds is insanely out of line with the fun/ unless you are willing to drop bundles of cash on Funcom for the ability to redo your gear.

 

I just saw a bit on the official forums saying that they plan to keep Egypt and the No Mounts policy out of "Respect for Ragnar". Egypt was his baby ?  I'd love to know what purpose they think this is serving, either way they really really really need better travel. I used to use a mod that let me travel by suicide but it was incompatible with more important mods and really travel by killing yourself ? It just doesn't parse.

 

  CasualMaker

Advanced Member

Joined: 3/10/06
Posts: 868

Spelling and grammar do matter.I find your lack of real-life skills disturbing.

10/07/14 1:40:11 PM#75
Originally posted by Another_Fan

I just saw a bit on the official forums saying that they plan to keep Egypt and the No Mounts policy out of "Respect for Ragnar". Egypt was his baby ?  I'd love to know what purpose they think this is serving, either way they really really really need better travel.

Oh brother. They bitch that the zones are too small, and then they bitch that there are no mounts to get them across the (too small) zones even faster?

  Another_Fan

Apprentice Member

Joined: 1/06/13
Posts: 51

10/07/14 1:48:10 PM#76
Originally posted by CasualMaker
Originally posted by Another_Fan

I just saw a bit on the official forums saying that they plan to keep Egypt and the No Mounts policy out of "Respect for Ragnar". Egypt was his baby ?  I'd love to know what purpose they think this is serving, either way they really really really need better travel.

Oh brother. They bitch that the zones are too small, and then they bitch that there are no mounts to get them across the (too small) zones even faster?

Don't know about you but I am not a "they". Maybe you are a they

Anywho, moving your past your attempt to make your case by insulting people, it's pretty easy to see how both are needed. Start with the games tedious content, take a small zone put more mobs in than you can avoid, and movement becomes tedious and annoying.

Hope that clears things up for you.

  NagilumSadow

Apprentice Member

Joined: 1/26/12
Posts: 290

10/07/14 2:07:31 PM#77

The Secret World has such a wonderful setting, but it has the problem all funcom mmos have: the term "entertainment experience". Outside of expanding your character, one has little vested interest in logging in; there is little player interaction, no player housing and very little collection systems to speak of.

 

If one could couple 75% Secret World with the 25% Sanbox of Archeage, what an mmo you'd have.


http://wyrdgaming.blogspot.com/

  oldschoolpunk

Apprentice Member

Joined: 9/09/14
Posts: 288

10/07/14 2:16:37 PM#78

Oh brother. They bitch that the zones are too small, and then they bitch that there are no mounts to get them across the (too small) zones even faster?

Don't know about you but I am not a "they". Maybe you are a they

Anywho, moving your past your attempt to make your case by insulting people, it's pretty easy to see how both are needed. Start with the games tedious content, take a small zone put more mobs in than you can avoid, and movement becomes tedious and annoying.

Hope that clears things up for you.

agreed, dont know why you wanna call zones small but plead for travel...I'd love to have travel to be able to traverse what are pretty sizable areas in my opinion.

Many keep bringing up Mob density...I just dont get it...I can go from one side of any of the areas to another and zig zag my way there and avoid mobs the entire time.  Im confused with this assessment that mob density is similar to Knight Online's mob density

  syntax.error

Advanced Member

Joined: 9/27/04
Posts: 2983

C64 Cracked Warez Intros FTW

10/07/14 2:27:55 PM#79

I haven't had the itch to come back to play TSW, however as I think of it, what a better time to start playing TSW during this Halloween season.

I really liked the game when it came out, but hit a massive burnout  wall on it and yeah, it's another one of them games that don't appeal to the masses, but I guess I am one them players that don't agree with the masses.

  mgilbrtsn

Spotlight Poster

Joined: 2/14/09
Posts: 1311

He who fights and runs away... misses out on the loot

10/07/14 2:33:33 PM#80
A shame.  I consider it to be one of the better ones.  However, if you don't care for i;, you don't care for it.

They are coming for you!

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