jagged-jimmy
Prophet
Well, i'll show up, when it's f2p. I thought i have to wait a year or something...but hey itz coming soonish, i guess.
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. Guild Wars 2 was released and our game is pretty much dead. Go forth, my minions and be butthurt on other forums!
fully voiced characters that you can empathise with and believe in
Quote other parts, like where he is talking aboull full freedom in selecting character skills.
Skill-based systems aren't any better or worse than class-based systems. It depends on the intent of application.Quote other parts, like where he is talking aboull full freedom in selecting character skills.
Since, unlike GW2 with set in stone classes with set in stone skills for each of them (if you want to use another class skill, only way you can do this - is reroll, gg), your character in TSW can get any out of 525 skills in game and fully experiment/mix/change them.
Quote other parts, like where he is talking aboull full freedom in selecting character skills.
Skill-based systems aren't any better or worse than class-based systems. It depends on the intent of application.
Skill-based systems aren't any better or worse than class-based systems. It depends on the intent of application.
I didn't ask.But yes, speaking about better since you are asked.
Your opinion is shit if you think more freedom is automatically better instead of considering the context of the entire game design and intent.My opinion is that giving more freedom when building character - instead of locking them into class-only skills - is better.
Exactly.Limited skill sets in GW2 is better because the players are 12 years old and would be confused by M-Rated make your own class system of TSW.
So it all rolls down to picking 2 "builds" with easy build-up of combo points, then releasing, and filling the down time with a bunch of remotely useful attack/CDs.
I'm pretty sure that if the game was popular enough among "hardcore" players, cookie cutter specs and roles would already be all over the internets. With 200K sold though, yeah, I doubt there's anyone researching that much.There are no 2 best builds, i dare you show or tell about them. Oh, you wont name this 2 mythical builds - since best builds do not exist in TSW and you would knew it if you played.
Okay! Good luck in your unlimited skillset with railroaded gameplay game, mang.Go back to your Korean Game2 with limited skillset and go reroll another character each time you want to see and test another class skill.
You're wrong on this one, a spec in TSW is 7 actives + 7 passives (also a limit of 1/1 elite skill), which is totally not enough to create a universal "cookie cutter" spec for any role or task, all of them are very situational.I'm pretty sure that if the game was popular enough among "hardcore" players, cookie cutter specs and roles would already be all over the internets.
Hum, I was under impression that GW1 has pretty much similar numbers, there's a 10 (?) actives bar, and then there's maybe half a dozen or so (class-dependent) stats for you to pick from, and yet, there's tons of build suggestions and min-maxing when I was looking at it, so, I still suspect that had the game drawn in more players and actually had the need to do serious tweaking and number crunching, there'd be a few optimal builds/roles, but, that's just my suspicion and perhaps we'll never really know. Or we will, depends if the team manages to bounce back and get people in.You're wrong on this one, a spec in TSW is 7 actives + 7 passives (also a limit of 1/1 elite skill), which is totally not enough to create a universal "cookie cutter" spec for any role or task, all of them are very situational.I'm pretty sure that if the game was popular enough among "hardcore" players, cookie cutter specs and roles would already be all over the internets.
So playing with your skill set is really fun - if only they were as creative with the rest of mechanics/content.
The tricky part is defining those roles, since a severe limit on skills requires overspecialization to get top results in anything. Top single target dps at maximum range penetration-based? Good aoe at mid to short range + some cc? block tanking with reflect damage? Its actually defining those roles which is very versatile, especially within a group. Of course, you need fun and diverse pvp and pve gameplay for the skill system to shine, which is lacking.Hum, I was under impression that GW1 has pretty much similar numbers, there's a 10 (?) actives bar, and then there's maybe half a dozen or so (class-dependent) stats for you to pick from, and yet, there's tons of build suggestions and min-maxing when I was looking at it, so, I still suspect that had the game drawn in more players and actually had the need to do serious tweaking and number crunching, there'd be a few optimal builds/roles, but, that's just my suspicion and perhaps we'll never really know.
If only combat weren't "1. Build up resource, 2. Expend resource" ad nauseum.
So you don't build resource and then dump it, then? Like with weapons like rifles, swords, fists?