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MMORPG | Genre:Real Life | Status:Final  (rel 07/03/12)  | Pub:Funcom
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The Secret World Videos: DevChat - Reveal of Reticle Combat! (60:33)

The Funcom devs reveal the new reticle combat feature coming in issue four! Recorded on 10/12/2012 on Twitch.TV

The Funcom devs reveal the new reticle combat feature coming in issue four! Recorded on 10/12/2012 on Twitch.TV
Duration: 60:33
Views: 5,879  20 comments
Game: The Secret World
Direct Link: http://youtu.be/TzS03uQmkuI
View More The Secret World Videos...
CujoSWAoA writes:

Bad audio aside.... and that I missed probably 60% of the dialogue because of it....

If you Guys (the devs in thsi vid) actually add the things that you're talking about here and make them GOOD?  Then I, the fan... will have a hell of a lot easier a time pushing your product for you like you guys have been joking about in so many ways lately.

But at the end of the day, this video was boring, and felt more like a "We dream that one day..." presentation.

Fri Oct 12 2012 8:30PM Report
erictlewis writes: probably the worst adio i ever had to listen too,  honestly guys you need to do better if you want to be taken seriously Fri Oct 12 2012 10:12PM Report
Ambros123 writes:

o.O  "You can have health bars above palers heads" *facepalm*  Not sure how hard it is to understand that the question was to move the UI panel of party health.... at least that was bout the only thing I got out of it before writing off as the audio is horrible.

Well anyways, so is the whole grand new combat thing is camera follow on thingy then?  Was expecting more.

Fri Oct 12 2012 11:08PM Report
rojoArcueid writes:

i hope they are not adding first person option pretending that everyone will use it so they dont have to rework the character animations which are a major problem here.....

i like this reticle and over the shoulder perspective but i wouldnt play TSW again unless they actually fix the animations instead of hiding them behind FPS

Fri Oct 12 2012 11:39PM Report
Sengell writes:

In my opinion all those features and ideas for combat improvement are are missing the real issues. It's not about technique, technique or combat system in the first place. It's about how you can make your game truly "massively" so that can people play it 24/7 joyfully for real. You let everyone unlock everything in a short while and there is no diversity left. 

You need further stratification between players so that there is a goal to strive towards to. You have a lot abilities which inflict certain effects - it should be considered more in scripting behaviour and meeting conditions to be successful in high end game content. A game which is cleared easily can't be "massively" for real.

Implement enemy combat scripts which require certain actions/effects to be performed by certain players in a certain situation so that they have to observe and realize the things happening on screen fast and accordingly. That adds a player skill condition and learning curve to the game so that clearing the game is thrilling and fun, cause not everyone can do it. The moment when people clear a game and only farming for better gear is the thing to do left, it becomes obsolete, since the game is cleared already by them. 

You need content which let people put more options and work onto their characters to improve themselves and should raise the scripts and difficulty of the end game, so people dream of clearing it with hard work. That makes a game massively, thrilling and fun.

Sat Oct 13 2012 12:06AM Report
Ryowulf writes:

Combat is long and boring and ugly to look at.

Dodge animation is awful.

However I will say this is at least a step in the right direction. Maybe..

I would like to see how this works in a dense pack of mobs or players, while trying to pick out and stay locked on the one you want.

Sat Oct 13 2012 1:41PM Report
OG_Zorvan writes:

90% of the time the "reticle" is nowhere near the enemy. lol

Nothing like continuing to half-ass your "features" Funcom.

Sat Oct 13 2012 5:24PM Report
Draron writes:

@OG_Zorvan 

Err, did you listen or half-ass watching the video? You can hover away from the enemy but as long as your near the one you "stickied" too it'll stay fixed on it for abilities.

Sat Oct 13 2012 9:35PM Report
OG_Zorvan writes:

@Draron

Then that is not "reticle combat", that is sticky targeting. Or as the rest of the world calls it, "tab targeting".

If the reticle does not have to stay on the target to hit the target, then the reticle is nothing but an empty piece of fluff art that serves no purpose other than to be called a "feature".

Sat Oct 13 2012 11:28PM Report
Dreamo84 writes:

I think the whole point is to offer people a way to attack mobs without having to target them first and to keep the camera locked to camera turn without left clicking.

Obviously if it actually required aiming, it would just be inferior to the tab targeting currently in the game as you would have a chance to miss.

Sun Oct 14 2012 12:13AM Report
Draron writes: Having to aim at a mob and keep your crosshairs in it's general area isn't tab targeting.  Sun Oct 14 2012 1:59AM Report
pupurun writes:

btw i do remember another dev team that did its presentations during a live session having pizza pies laying around...And that game is now..closed.Actually it closed in less than a year...Who can remember which one is it?

P.S. Yes i don't think being cool and casual about game features and eating pizza during a live session makes your game better in selling copies or sustaining subscriptions.On the contrary it shows that their approach to their gamebase is a joke.

Sun Oct 14 2012 8:21AM Report
saxifr writes: Did they actually try to claim this is a new feature never before seen in MMO's? LOl check out Star Trek Online, had it for a while Sun Oct 14 2012 9:16AM Report
Ryowulf writes:

Thinking about this more. I'm not sure this is all that great.

How does this work with a pack of mobs?  How do you 'stick'?  Do you have to hold the My idea of <span com_body"="">reticle combat is you hit what you crosshairs are pointing at.  But with this sticky feature it seems like quickly firing on different mobs could be a problem.

Sun Oct 14 2012 10:15AM Report
Draron writes: You can press T (default) to lock onto a target as well. It isn't meant to replace tab targetting IMO, especially for healers and such. Sun Oct 14 2012 10:51AM Report
OG_Zorvan writes:

"Draron writes: Having to aim at a mob and keep your crosshairs in it's general area isn't tab targeting. "

Then what is it? Target lcks and as long as you're in attack range and facing thwe target, you're going to hit the target. That's "tab targeting". They just changed the hotkey from "Tab" and added a useless graphic.

It's not reticle targeting. There's no defence for this one Draron. No amount of spin, from neither player nor dev, is going to change the fact this "feature" is not what it is claimed to be. All you're doing is digging a bigger hole trying to claim it is something it's not.

Sun Oct 14 2012 4:37PM Report
Draron writes:

Tab targeting = you can't lose your target. 

This = you lose your target if it moves or such.

If it was the same, there'd be no reason to add a lock on button for the reticle aiming, would they?

Sun Oct 14 2012 8:44PM Report
OG_Zorvan writes:

If there's a lockdown target button, then how are you going to lose your target?

Sorry dude, you're spinning in circles. I'll leave you alone now.

Sun Oct 14 2012 9:25PM Report
Draron writes: I'm not talking of the lock on button. I'm talking of without locking on, using the actual reticle to aim. With tab targetting your not gonna lose your target, with reticle you can lose it if it strays from the cursor. That's the difference. If you don't see the difference that's on you. Sun Oct 14 2012 11:41PM Report
mysticmouse writes: Well after watching this video I know that I hvae no desire to ever come back to this game again Mon Oct 15 2012 10:51AM Report