It looks like you're new here. If you want to get involved, click one of these buttons!
Tried previous Beta, and was dissapointed that game is mostly about grinding zombies... Is this game for 12 year olds? I think only 12 yrolds would pee their pants in excitement that they are gonna get to kill some more of that fad annoyance walking dead people. I mean aren't everyone already tired of vampires and zombies, they are everywhere already in the movies, cartoons, books, TV shows, games...
Also the story line quests suck buttocks in SW. I mean you do a story line and then after about 15 minutes you get to the point where you get something like this:
"Ok cool adventurer hero big cajones Joe! Now go around the town and help everyone else you can find and then your story will continue!" What the heck!
I dont mind the game setting. Especially real world locations. But SW game mechanics are identical as to any other game and worse. The only solution I see here - buy life subscription and play the game until you freaking tired of grinding, then take a month break, come back, and repeat.
Is it really worth to buy month by month to get bored from grinding quests and zombies only to have an opportunity to look at some great visuals once in a while. I mean is this MMO or a walk in the park with the camera? Or is it more important to make a picture of yourself with a rifle with some grand canyon in the background or actually have fun with other people in a game? I mean real fun, not grind mobs until your eyes bleed and then go and kill some big boss with other people who's eyes are bleeding too?
Can you please list at least five reasons that Secret World is different than other MMO as far as game mechanics go? Dont tell me - there are no classes you can do whatever you want. You will literally have to grind your weapon skills and grind quests to level. People will just rush skip the cutscenes again to just rush through levels and get to 'fun' part the end game..
Also comparing to AoC why the heck SW combat is so BORING..
Comments
I think you have already made up your mind and any further discussion would just be a waste. You could read the many other threads in this forum if you choose.
Still struggling to be honest. But can you name 5 features that is unique to SW?
I'll bite
- Minecraft style crafting
- Investigation missions
- Sabotage missionsng
- Hub-less, non liner questing
- 3 faction pvp
Are those really unique?
Sabotage Missions are.
Hub-less, non linear questing? Somewhat true. GW2 comes close, but their heart events could be seen as hubs (although I think that's a loose interpetation.)
3 faction PvP isn't unique. It's just not common until recently.
What exactly are sabotage missions again? Ya GW2 doesnt have anything simlar to hubs.
Sabotage missions are the infiltration/trap missions that usually have a solo instance attached to them. Although, not all of them have this and per Dev responses - other players can play the spoiler on you attempting to accomplish them. Many of the sabotage missions will have some type of faction allegiance tied to them also. We haven't seen any of that because it hasn't been pushed to the beta yet.
Unique or not these features are pretty non standard. There is hardly anything unique or original, all devs can do is improve on existing features. Even GW2 isn't unique just improving on old features which started to become stale and stagnant.
hmm are I would think something like this might have been in other mmos. Invetigation ones I havent seen anywere or heard of, those are nice.
HUB-less none-linear questing? Wait a minute... Are we beta testing the same game? As far as I see there are mini-quest-hubs all over the place. You get to police station load on quests and go, in a few minutes you get to a church building - another hub - grab quests and go again, and then another hub and another hub and another hub.
This is actually more annoying that SW has smaller hubs but there are so many of them and they are spread across big map and there is no transport nor there is some teleport which makes this even more mundane and repetitive. You not only have to grind quests but you have to run all over the place for hours to turn them in.
Investigation quests? Gosh those are so annoying. Yeah go investigate, find a tiny piece of paper on the ground. And map shows the place size of a city block where that piece of paper is on the ground so you have to be like some K-9 dog sniffing every little corner. I mean if game is based on so familiar questing system they could at least make the suffering not as bad.. lol.
I also hate the quests where you have to find an item and they show you the small circle on the map as location so you would think that item must be in the center of the circle, I mean that makes sense doesn't it? But no, the item is actualy on the very edge of the darn circle under some blasted tree and the thing starts flashing only when you are on the TOP of it...
Stealth based. More around avoiding detection. How much "steathynes" you'll need, i don't know. Keep in mind we're only the starting area.
But, when you ask if they're unique, do you need really new? Then no. 3 factions, isn't. Hub-less design, i don't think so. And, since i never played it, doesn't AO have stealth missions too?
The only thing truly unique about TSW is Assembly and Investigation missions. Similar to Monster Play in LOTRO. But then i have to ask you Kuppa, what is unique to you? Rift, SWTOR, TERA, GW2, Archage, none of them have any feature that has never been seen before in mmorpg.
TSW isn't a standart wow clone, but you can't expect it to be filled with never seen ideas everywhere.
The question was unique. Getting old elements and transforming them into something different that no other game has is unique. For example I don't know of an MMO that has Mincraft style crafting or investigation missions. But there are some with 3 faction pvp and GW2 has hubless questing.
Which btw I recall kingsmouth police office beign the definition of a quest hub.....
Quest hubs as in linear questing which you leads by nose from one hub to another? no there is no such thing. Other than your personal storyline everything else is non linear. Are you sure you were even in the beta?
For GW2:
Implement DaoC PvP with seiging done right - check.
Implement WoW Arenas - check
Implement Warhammer PQs that are the only way to do quests, so players will have to do them. - check
Implement Chained zone events like Rift that involve a larger number of players - check.
Implement EQ2 mentor system - check
Implement non-competitive credit for quests like Rift events - check
All things from other games with better implementation.
All MMOs have that, it was the bulk of SWTOR. Go burn down the village and kill the chief is a standard quests. Even in quests where it is go kill the chief, many players ninja past the trash mobs.
Also comparing to AoC why the heck SW combat is so BORING..
Please correct me if I'm wrong: Didn't a completely different team work on AoC? Why would you expect a similarity?
Can you please list at least five reasons that Secret World is different than other MMO as far as game mechanics go?
I'm not sure how to respond to this one. There are so many games out there it's difficult to say that ONE game is unique and shares nothing similar to another. I've played a lot of different MMO's, but FAR from every one of them.
I didn't find the game interesting because I thought they might have unique mechanics.
I found the game interesting because of it's setting (Modern Horror) and the skill wheel.
If there's another game out there that happens to use similar mechanics, I could care less.
But, the setting, lore, myths, puzzles, investigations, etc... are what drew me in.
It's not about fighting, it's about balance. It's not about enlightenment, it's about balance. It's not about balance.
As I said earlier, taking old stuff and making something new with them is unique. For example DEs in GW2. Yes they are other form of quests and PQs from WAR, but the implementation in GW2 is completely unique and no other game has it. The investigation quests in TSW also are unique, at least as far as I know I don't know of another MMO that did that.
I am sorry but unique doesn't mean just transorming old elements and making them better it is called improvement or we have different definition of word unique? how can a feature be unique even though improved..it still exists in its basic form? that is why words like unique and innovation are better left to devs who use it to make sales pitch to sel their games.
That's not even close to what a sabotage mission is. And no SWTOR had nothing like what TSW has.
sorry @OP, but this game is surely not for 12 year olds.
they would never have the patience to solve an investigation missi ^^
"I'll never grow up, never grow up, never grow up! Not me!"
OP doesn't even know what an investigation mission is.
You know what I mean, we don't need to get into that discussion. Peole love doing that in these forums, just for the sake of arguing really because they know what the context is.....
I just follow the basic definition of terms. People here often have this habit to twist the meaning in order to suit their arguments (in name of context)
Guys, this thread is pointless. This is a post from the OP in the City of the Sun God article:
"Great visuals, great places, great grind. Whats this city of Sun god worth if you'll just have to go there and grind mobs or grind quests in there... I'd rather wait for GW2 or LOTRO Rohan expansion with mounted combat. Did anyone play Fallen Earth? Are you still playing? Then SW is for you, if you didn't last long in Fallen Earth the same will happen to you in Secret World.
I've played both and to be honest as much as I dont like Fallen Earth in my few months try-outs I like it better than Secret World... Secret World reminds me of "Prototype" and "Infamous" except that in Secret World the only thing you can do is grind quests and mobs. Every quest is repeatable... Combat is very 'flat' and boring. And combat is what you will be doing 24/7 in SW. They could at least make it as little fun there was as there was in AoC.
But Secret World is a new MMO, so yeah why not make it worse than in any other game they previously developed. Great going Funcom. Your worst MMO yet. Unless of course you make MMO for people to log in and to take some pictures and then log out..."
I'm completly fine with criticism for any game, and TSW does have it's flaws (some aren't flaws to some, some are), but the OP doesn't seem to have any desire to actually accept the responses
Let's be brutally honest here, as good as no feature in an MMORPG is completely unique, they all - incl the features in GW2 - build further on features that in some form have already existed in other MMO's. That's if you want to be completely fair and objective about things. But hey, the same applies to other genres besides MMO's.
Of course, you can look at things black & white (or as some like to do, a double standard of sometimes black&white and sometimes more nuanced and reasonable, depending whether someone likes or dislikes a game) or as a sliding scale from complete copy to completely unique as a feature.
'unique' in MMO's as well as other gaming genres imo should really be regarded as 'rarely seen' or 'added twist or innovation to an existing feature'.
Kingsmouth police office is the starting point where players get eased into a new area, so I can see why they'd want some more quests there. But 7 quests hardly makes it a hub, on top of that it's the only one you'll encounter, for the rest the quests and missions are all over the place.