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The Secret World

Whisper

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Also, since Secret world dont force players to pigeon holed within one single class role unlike most MMO out there including most recent ones - it also can loose some audience.

Concept of healing tank in dps spec can be hard to grasp by some teens who play generic fantasy titles with set roles that they can never change unless they re-roll.


In Secret world player can unlock ALL (525 of them) active and passive skills with single character.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
you need a source for the pegi 16 rating, which you can look up yourself, and the fact that funcom is a norwegian company with headquarters at oslo (also one of the three locations where tsw was developed)?
 

Whisper

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you need a source for the pegi 16 rating, which you can look up yourself, and the fact that funcom is a norwegian company with headquarters at oslo (also one of the three locations where tsw was developed)?

Source that it is mostly played by 16 year olds?

Also wouldnt be a bit complex with full freedom how to develop character - for teens? Wouldnt they prefer generic fantasy games with set classes with limited skill selection like GW2 or WoW?
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
ah, sorry, it was meant to point out that it only has a mature rating in the us. i have a question though, did you actually buy and are playing it, whisper? if yes, is it as much of a theme park mmo as the beta made it out to be?
 

Whisper

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ah, sorry, it was meant to point out that it only has a mature rating in the us. i have a question though, did you actually buy and are playing it, whisper? if yes, is it as much of a theme park mmo as the beta made it out to be?

Theme park MMO in that it is rail-roaded?

Define theme park MMO in your opinion.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
Theme park MMO in that it is rail-roaded?

Define theme park MMO in your opinion.
gameplay/progress railroading, yes.
say, choosing faction, having faction start in certain area with there being no or no easily reachable alternative areas and being forced to do certain questlines at certain level ranges effectively.

the worst form being old eq with progress bottlenecks like certain unique mobs you need to kill for questlines but those being shared and on respawn timers, leading to people waiting in lines for said respawn.
 

Whisper

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You were forced to do certain questlines in beta?

Unless you mean main quest plot, which you can progress any time you are ready, there are no required questlines.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
fairly certain you had to finish the starter questline to make it out of london and there were plenty of doors and portals that wouldn't let me use them because i didn't fulfill the requirements or have the mission, which sure felt like theme park railroading.

i probably would have liked the game if it wasn't for the horrible interface and the fact that everytime i found something interesting it wouldn't let me explore more due to entrance having arbitrarily stupid requirements.
 

Whisper

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fairly certain you had to finish the starter questline to make it out of london

10 minutes of your time wasted by this starter location, i see.
Do you feel same about games like Skyrim which doesnt allow you explore whole map from the start? Since you need to actually spend around same 15 minutes time in starting location.

Is Skyrim thempark game? Or sandbox - considering you cant skip starting location for some time and have to follow the path.


there were plenty of doors and portals that wouldn't let me use them because i didn't fulfill the requirements or have the mission, which sure felt like theme park railroading.

You mean some doors required keys that only certain NPC had? Or what do you mean - that if city has 10 flat high building, you need be able to enter every flat?


i probably would have liked the game if it wasn't for the horrible interface and the fact that everytime i found something interesting it wouldn't let me explore more due to entrance having arbitrarily stupid requirements.

You can adjust interface in 1) options or 2) totally modify it via plenty of add-ons. I didnt, because i like interface, but option is there, takes another 5 minutes of your valuable time to figure it out.

What are those "stupid requirements". Elaborate please.
I didnt play beta, maybe such things existed and caused you a lot of sadness.
 

Irxy

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fairly certain you had to finish the starter questline to make it out of london and there were plenty of doors and portals that wouldn't let me use them because i didn't fulfill the requirements or have the mission, which sure felt like theme park railroading.

i probably would have liked the game if it wasn't for the horrible interface and the fact that everytime i found something interesting it wouldn't let me explore more due to entrance having arbitrarily stupid requirements.
It is obviously a theme park game, that is - its all about doing quests, also group dungeons, pvp minigames etc. Basically a game centered around dev created content. Unlike sandbox/freeplay games which are more about player interactions, and general focus on different interaction mechanics for players to play with and create content (politics, economics, pvp etc.)

That said, it is generally less linear than most other themeparks, after the initial tutorial phase at least.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
defensive much? my question was genuine precisely because i didn't spend much time with the game, not some form of sarcastically veiled critique.
What are those "stupid requirements". Elaborate please.
how would i know? the game didn't give feedback beyond "you do not meet the requirements" and "you need a mission to do that".
another 5 minutes of your valuable time
other than occasional browsing at work, i have two to three hours of free time in any given day which i get to split up between friends, family, pets and my plethora of hobbies, so yes, every single minute of it is valuable and every kind of forced bullshit in games that promise me exploration and freedom tends to annoy the shit out of me. gw2's new char tutorials, which basically involve just running forward and do the event that lets you out and it's shitty cinematic conversations are bad enough.

btw, skyrim is a a shitty game and at best a sandbox shooter, not a sandbox rpg. why you even brough it into the argument is beyond me.
 

Whisper

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btw, skyrim is a a shitty game and at best a sandbox shooter, not a sandbox rpg. why you even brough it into the argument is beyond me.
It has starter dungeon you cant skip? But still considered sandbox.
You complained about TSW having starting dungeon and named theme-park because of it.

how would i know? the game didn't give feedback beyond "you do not meet the requirements" and "you need a mission to do that".

I've met those in every sandbox game i've played.


p.s. Maybe playing MMO is bad idea for you - since your valuable time is so precious and MMO are those types of game that usually take most of time.
 

Irxy

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It is obviously a theme park game, that is - its all about doing quests
Most of quests you can find only by exploration.
first area of the game, mission list
http://wiki.crygaia.com/view/Kingsmouth_missions
You don't need to tell me, I completed the game.
All major quests are marked on your map from start, and misq quest are located in a way to be very close to a spot where another quest ends, so you're unlikely to miss more than 1 or 2 quests per zone, and most of them are boring and simple anyway.
 

Whisper

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All major quests are marked on your map from start, and misq quest are located in a way to be very close to a spot where another quest ends, so you're unlikely to miss more than 1 or 2 quests per zone, and most of them are boring and simple anyway.

Boring?

Compare them to other MMO quests.
 

Irxy

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Boring?
Compare them to other MMO quests.
I was talking about misq quests.
All kinds of primary quests are very well done and generally better than what we get in other mmos, especially investigation and stealth missions.
 

Angthoron

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Aww, see Whisper, I told you lot that it'd end up like this, all of you being embittered, black-hearted and angry, hope drained from you drop by drop as TSW fails to provide monthly updates as promised.
 

SuicideBunny

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Serpent in the Staglands Dead State Torment: Tides of Numenera
You complained about TSW having starting dungeon and named theme-park because of it.
no, i asked you a question (which frankly you answered but for a guy that wasn't even asking it... really?) whether my impressions were accurate while admitting honestly to how much time i spent with the game and what stuff seemed like to me and why. i did complain about the starter experience being very different from what i expected. thankfully your defense squad circlejerk actually did provide the answeres i was looking for, which kinda makes me wonder why the fuck they would implement a starting area vastly different from the rest of the gaming experience.
I've met those in every sandbox game i've played.
it's lazy, bad form, gamist design and typical of companies lacking attention to detail like bethesda or bioware. from a game written by tornquist with supposedly superior story and an urban fantasy+conspiracy+horror genre, where attention to detail is king, i would have at least expected some plausible reason for denial of entry. simple description of how you try to interact with it but it does nothing in case of portal, police officer preventing you from entry in case of the door. it's not that of a big deal on its own, unless used extensively throughout the whole game, but when you're already laden with a lot of negative impressions, it might as well be the straw to break the camel's back...

p.s. Maybe playing MMO is bad idea for you - since your valuable time is so precious and MMO are those types of game that usually take most of time.
it's not the quantity but the quality. i don't mind investing a lot of time as long as i don't have to waste a lot of it on useless shit i don't care about, like spending half a day on some form of mount or other riding across terrain just so i can meet up in friends to have 10 minutes fun with them.

edit: hmmm
Funcom said:
What would make YOU buy The Secret World? Let us know! Funcom is committed
to expanding and improving upon The Secret World and your input will help
us do a better job at making The Secret World more suited to you. So take
this survey and let us know how it should be done!

Click here to take the survey. [2]

Thank you for your time and your interest in The Secret World, we hope to
see you in-game battling the rising darkness soon.

Sincerely,
Funcom
 

Whisper

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State of the Game - August 2012
Originally Posted by Ragnar
Hi all,

As most of you probably know, The Secret World team has been through a turbulent couple of weeks. We've had to let some people go, and we're in the process of reshuffling and reorganising ourselves around the remaining staff. This is never fun, but it's the way of things: we need to scale down from a full development team to a more cost-efficient live team.

So what does this mean for The Secret World? How will a smaller team affect the delivery of upcoming content? And most importantly, does TSW have a future?

That last one is an easy one: of course it does! The Secret World has a bright future ahead of it and the team remains dedicated to delivering monthly content updates.

Okay, look, we all know there are a lot of alternatives out there -- from warring guilds to kung-fu-fighting pandas -- but I can safely say that no other game offers what The Secret World offers. Freedom from classes and levels; a modern-day setting with real world locations; a critically acclaimed storyline and an atmosphere second to none; fully voiced characters that you can empathise with and believe in; a deep and unique character progression system, with boundless opportunities for experimentation and character development.

The list goes on and on. I think it's fair to say that TSW is an original and ground-breaking game, and our players agree. Our ratings remain incredibly high -- in fact, with an 8.4 Metacritic user score, we're amongst the highest rated MMOs of the past decade -- and our community is vocal, positive and growing.

And that's why we're not about to change. We're not going to play it safe. We won't be introducing classes or levels, elves or centaurs, and regardless of the competition, we won't back down from our original vision. We're going to keep doing what we're good at. We'll continue to push the boundaries, and we'll keep reinventing the wheel (quite literally). Five years ago, we set out to revolutionise the genre, and the revolution has just begun.

Fact is, this is more than bullet-points on the back of a box: The Secret World is actually unique and different, and even if our players go off to dabble in a bit of high fantasy, we'll still be here when they come back, doing what we've been doing since launch, offering a deeper and more complex experience, a game that's truly original, mature and challenging. A game for gamers.

On the development side, we have two main goals right now: To continue to service our existing players with new content, features and gameplay -- along with tweaks and fixes to existing content, of course -- and to build our player base by reaching out to new players who haven't yet had the opportunity to take the game for a spin and get hooked.

How do we plan on doing this? First off, we're going to stick with our monthly release schedule. Like we've said before, we feel it's important to give our paying customers new content and features every single month. Our second issue -- Digging Deeper -- has unfortunately been delayed by two weeks, due to the restructuring of the team, but issue #3 (title to be announced, but there are cats and it ties in with our Halloween event) will be released on time.

Secondly, we'll be polishing, fixing and streamlining the game based on feedback from our community, in order to make The Secret World even more inviting to new players. We won't mess with the core game, but we will continue to improve the experience -- visually and mechanically -- and this will certainly benefit players both new and old.

So what's ahead in upcoming issues? There's a ten-person raid in New York scheduled for October, and it's not like any raid you've ever played before. We have a bunch of auxiliary weapons on the way, and more character customisation improvements. We have a huge and exciting new feature pencilled in for Christmas, which ties into the achievement system and gives a lot more meaning to the usual 'Kill 1,000 Vampires' goals. (After all, who hasn't wondered what it would be like to have some vampiric abilities to play around with?) We're creating intermediary decks with brand new clothing rewards; we have a ton of new missions and storylines in development; and we have a huge new adventure zone scheduled for next spring, bringing players back to Tokyo's Ground Zero, to face brand new threats, meet new characters, play new missions and explore an intriguing urban environment unlike anything you've ever seen in an MMO.

And that's only some of the cool content we have in the pipeline. The Secret World is far from done: in fact, we're just getting started. (Actually, we're pretty far along, but you know what I mean.)

This game will continue to grow and evolve in the months and years ahead, and I hope to see you all along for the ride!

Ragnar

P.S. Oh, and please tell your friends and family about our trial! All you have to do is go to our official website and register to enjoy three whole days of The Secret World, free of charge.

.......... Oliver 'Tarib' Kunz
Senior Community Manager
 

Whisper

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Only thing that i didnt in SotG - is lack of mentition of investigation missions.

Where you have to research history, solve codes (include Caesar's script and Morse code), make notes.


Compared with "puzzles" a-la GW2 - multiply 3.8 x 5.8 (not bashing here, since this kind of puzzles is ok for 9-10 year olds, main target audience) - its strong selling point.


What i liked most: he points out again that in Secret world there are no set classes: you can grab any skill you want for your character and flesh out your own unique build which suits you. No more set classes with skills available only to other classes (which is BS and forces you to re-grind the game if you want to experience skills of another character).
 

Angthoron

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What I liked most is the butthurt evident in the press release. "We so much deeper, and you know it!" Yeah okay, but it takes a month to complete your themepark bro, then what.
 

Mangoose

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Oh, shut up, Whisper. For the 10th time, if there were more Investigation missions and less (aka none) Combat missions, I'd buy Secret World in a heartbeat. Instead, there's maybe 2-3 per area, and you need to grind through umpteen x/10 combat quests or destruction quests or collection quests.

And, no, SW does not have good writing. It has very interesting Investigation missions, yes. That's quest design, not writing, because see how interesting the writing is in the other quests.
 

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