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Review in Progress - Part Three
In this week's continuing "Review in Progress" series on Funcom's The Secret World, our own Suzie Ford dishes her opinions so far on the game's combat, community, and social play aspects. Read on!
Editorial By Suzie Ford on July 19, 2012

As part of an ongoing series of articles called our “Review in Progress”, we are taking The Secret World and putting it through its paces over the course of time. All of these are to build to our final scored review of the game in a few weeks.  So far, we’ve taken a look at Character Creation & Ambiance as well as Questing. In the latest addition to the series, I want to take a look at Combat, Social Play and Community.

23

Combat & Animation

Combat has been a sticky subject for Funcom and fans of The Secret World. Many beta testers complained long and loud about the “clunky” animations as well as finding two or three great synergistic skills and spending too much time mashing buttons. I’ll admit that I was one of the naysayers on the issue of combat based on my experiences on the press server.

I have to take a step back, however, and admit that while still not my favorite look in combat, The Secret World’s developers made some big changes between my initial experiences on the test server and what is currently in the game now. To me, the combat still seems as if it doesn’t flow quite right but much of that is due to the untethering of the player character’s upper body with its lower half. The way a character moves in combat is just…well, strange sometimes.  Funcom continues to promise that animations will be dealt with but also say that some of the awkwardness that players see will simply remain. It’s a different way of animating character models to give the player more freedom to move and cast or perform skills. No other MMO does it the same way. It’s possible that this style of character animation will become the norm in the future and that we’ll all get used to it that way. Time will tell.

Honestly, I just don’t give a damn for the most part. I find myself much less bothered by combat animations than I used to be. Perhaps I’ve simply gotten used to it or maybe it’s just that combat in many instances is secondary to the overall story. I am enjoying the storytelling in The Secret World so much that I simply don’t care about the animations any more. I’m more interested in getting on with the tale that is being told.

The one troubling aspect about combat that I have discovered, however, is the unforgiving nature that the Ability Wheel embodies. We are encouraged to discover new ways to combine skills to make the most effective use in combat. We are encouraged to create new and unique builds to use interchangeably depending on a given situation. Believe me, I want to experiment and discover new ways of putting my skills together to make my character more useful or a more brutal killer. Yet I hesitate. Players are penalized in a way, for making poor or less-than-optimal decisions when it comes to point allocations. If a player makes a poor choice when spending points, there is no way to go back and fix it. There is no respec in The Secret World.  To get more points, you simply have to keep playing. That may not bother some folks, and I know with Funcom decided on the system, but it still bothers me.

I realize that TSW ultimately isn’t a game for casual players, an argument that many make in defense of the design decision not to include the ability for players to reassign skills point. But why not allow for respec? Make it expensive. Make it punitive in some way but make an allowance for reallocation of skill points. Maybe even make it only doable once per month on any character. 

Ultimately, combat is going to make or break the game for some people. For me, it’s perfectly fine, if a bit ugly at times. I have other things I’m much more interested in.

Social Play & Community

I have found the community in The Secret World to be engaging and helpful. I can’t tell you how many requests for assistance I’ve seen for help solving a particularly difficult investigation (or even an easy one!) or requests for help in fighting a quest-ending boss in general chat. Players asking are never called n00bs or belittled in any way for asking. Most who respond to requests for help are polite and truly helpful.

Additionally, players are willing to come to one another’s aid even if not partied. I often have found myself in the midst of a pitched battle when another player will come along and lend a hand simply because they’re nearby. Often too I have found myself working on a quest when another player comes in to do the same. Partying up is simple and it’s not long before you’re off together getting the job done. Finish the quest and break up the party or simply continue on.

The only caveat I have to the social play aspect is the lack of a resurrection option for players who are partied up on a quest. If one player dies, they must respawn at an anima well which could be a vast distance away from where the party was working. There is no way to quick travel to one’s party either. Funcom has defended this decision by saying that the ultimate goal is for players to learn to fight in the most effective way possible rather than just concentrating on keeping players alive long enough, or by keeping resurrecting them enough times, to finish the quest (or dungeon). While I can understand the decision to a certain degree, I find that stripping players of the ability to resurrect party members to be a poor one. Again, make it punitive. Make it expensive. Make each “wait to resurrect” time longer. But make it so players can continue to quest with friends. Barring resurrection, at least make getting back to your party faster.

So that wraps up Part 3 of our Review in Progress for The Secret World. What do you think of the topics we’ve brought up? Let us know in the comments below!

 
 
s1fu71 writes:

None of the problems mentioned bothered me at all, except the ability wheel. Yes, you definitely get penalized by a poor choice or combo. You really do have to read about your choices carefully. While they boast of so many possible combinations for skills and abilities, it's a little misleading. There really are many combinations. But, not all of those combinations are necessarily optimal / valid.

7/19/12 8:19:49 AM  | top
 
Squiggie writes:

If Funcom was smart, they'd make a respec a RMT. 

 

Charge $2-5 for it in the cash shop and make it have a 2-week cooldown.

 

A good way for them to get more money from lifers like me. :)

7/19/12 8:44:58 AM  | top
 
Hekate27 writes:

I am having no issues with the ability wheel, I spent some time early on looking through the decks and chose my path according to my best rule of thumb, which outfit was going to look the best, while I am sure that one day I'll be able to make better builds I still need to start somewhere and working to a deck will be as good a way as any to begin my bank of abilities.  In the long run I'll move on to a second deck that overlaps with one of my original ability sets meaning I only have to invest in one more ability option, then on to another deck with overlap by which point I should have 3 wonderful outfits and enough abilities to satisfy my choice to modify.  Clunky combat?  well if I had time to worry about that I would be overpowered :) the mobs in The Secret World are DANGEROUS honestly I don't worry about how combat looks I want to survive and put those creatures down.

As a final comment I must just say that Solomon Island is for me one of the finest adventuring areas I have yet encountered in an MMO.  Creepy, funny, dangeous, jump-out-of-my-seaty all by turns and tapping into the sensibilites of cultural references that are known to so many of us.  Wonderful and well done Funcom, after the Age of Conan launch for which I was a founder and a bit disapointed I promised never to pre-order again, so very pleased that I am weak-willed when it comes to my gaming hobby, this has been superb.  I just hope that it will continue into the future zones.

7/19/12 8:59:34 AM  | top
 
Caldrin writes:

I dont see any reason why a casual player cant paly this.. Im lucky if i get a few hours a couple of nigths a week with all the other things i do but I still enjoy TSW and dont feel gimped or anything because i dont have that much time to put into it..

7/19/12 9:14:32 AM  | top
 
Katbird writes:

To me, the ability wheel decisions make it more lifelike --  I didn't get the tuition money I spent back when I changed majors so I don't expect to get my points money back when I decide to do something different.

7/19/12 9:16:29 AM  | top
 
Agent_Joseph writes:

I am casual player and  i enjoing in game without feel I am slow in progress

If  funcom listen baby cry & lazy players who ask respect it ll be game killer

, ask for respect is most stupid idea  what I hear

7/19/12 9:22:14 AM  | top
 
Segun777 writes:

Valid arguments. There are players that will have finished the current ability wheel by the end of the month. I worry about long term viability with Secret World. A signifigant portion of the population rushed through all the content already and even monthly updates won't be enough for them... and yet this is a problem facing every single MMO past, present, and future.

7/19/12 9:30:28 AM  | top
 
Eivi writes:

i reckon your respec idea is viable and a once a month timer would be spot on. Even a "you have 3 respecs and thats it" kind of thing would work. The combat system takes some getting used to, i threw my points in haphazardly and regret it now. Now im following a premade deck from the list which seems to be working best for me. The res thing doesnt bother me, plus the anima give me a fantastic fast travel when coupled with /reset, which has little to no downside.

7/19/12 9:38:17 AM  | top
 
mastersomrat writes:
Originally posted by Segun777

Valid arguments. There are players that will have finished the current ability wheel by the end of the month. I worry about long term viability with Secret World. A signifigant portion of the population rushed through all the content already and even monthly updates won't be enough for them... and yet this is a problem facing every single MMO past, present, and future.

Not to get off topic.  I agree with the fact that 99.8% of these game dead end.  I had an idea for an mmo similar to WURM Online (but with much better graphics).  Take a game similar to this and add invention/timelines.  x time to discover the wheel, and so on.  You would start out with huts/tent and at some point, end up in space.  The game would have no "End Game" because evolution has no end.  Jus need to find a AAA Dev team to build it but the good news is they would only have to build the building blocks.  The players would do the rest.

7/19/12 9:42:16 AM  | top
 
Coolit writes:

I'm still enjoying TSW, it's a pretty good game and I think the story presentation has been excellent.

I don't see a need for a wheel respec, points are easy to get and if you play long enough casual or hardcore you'll soon fill it up. 

7/19/12 9:52:11 AM  | top
 
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