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Secret World Legends - Roman Amiel on Making Secret World Legends Better Than the Original - MMORPG.

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  • RevofireRevofire Member UncommonPosts: 269
    Honestly, I'm very excited. The story and atmosphere was always number one. I'm so glad they are keeping the multiplayer aspect.

    However, alongside the graphics, a major thing that I would like to see would be character customization and perhaps player housing. Customization of my character to deeper extents with outfits as well as body customization. That's number one. I'm immersed in this world, I'd like myself (roleplaying as the character) to be something that I want.
    Change your thoughts and you change your world. - Norman Vincent Peale


  • TalulaRoseTalulaRose Member RarePosts: 1,247
    "Anyone that owns The Secret World will be able to continue to play it. Secret World Legends will exist as a separate product so it will have its own account system, installation, server, etc."

    Translation: FUncom's existing players.
  • TalulaRoseTalulaRose Member RarePosts: 1,247

    lahnmir said:

    Wait, wait, seperate account system? So if I understand this correctly I can move all my obtained cash shop purchases to Legends but how about my lifetime sub benefits I get monthly? Will they move too? Because when I read separate account system I get really nervous......



    /Cheers,

    Lahnmir




    This is when you realize you have been bent over a barrel and poked.
  • PottedPlant22PottedPlant22 Member RarePosts: 800

    Gorwe said:



    CrazKanuk said:




    Wizardry said:


    Same story and Lore but "we feel it is important to start with a new player.Why so players can see the exact same stuff over again?Cosmetic items carry over,so much for a NEW player lmao,so much deception here.



    They have taken the exact same game and trying to re-brand it with what a few statistical changes?So lets reboot servers,change the name add in a PATRON cost to experience the same world,sounds legit to me..not.





    Reading over reddits,it seems like the team claimed the reason for change was the combat.However those that were in the live stream state there is no change to combat ,they are just adding a reticle.





    Reading over posts,i get the feeling even after this interview,most have no clue what is coming,which means the interview did a poor job of bringing players meaningful informatrion.However i can read between the lines,VERY little is coming,just a reboot and new cost structure,LAZY effort.


    Many ask for new combat as would i because it was crap,however that would mean a big overhaul and restructuring mobs and Ai/scripts no way are they going that route,looks like only SIMPLE changes are what they are aiming for.


    IMO only the diehard will accept a lame reboot,i truly feel this is going to cause some anger leaving players questioning WHY the reboot.I see right through it as a simple marketing idea to try and kickstart basically the exact same game.








    Ok, ok, ok. Soooooo, my understanding is that they are migrating to an action combat system over a tab-targeting system, correct? Unless they've already gotten rid of tab targeting since I last played, years ago. 

    If that's the case, then your assessment of "they are just adding a reticle" is one of the top grossly-understated and misinformed quotes I've heard this year. Granted, there might be some assets in place that can be recycled, if they are going from tab-targeting to action-based, that's essentially a framework level change. Shit, in tab targeting, I never even need to calculate whether or not I hit the enemy. In most tab-targeting games, I can be turned the other way and still hit them, lol. 

    Honestly, in my opinion, your whole over-simplification of the redesign is very cringe-worthy. 







    Honestly, the reticule existed all along. So, I've next to no idea what they are really on about. Maybe that's why I'm so interested too, it's a mystery to me.


    As someone that was very interested in this and loved TSW, I have to say what I've seen has been a let down for me.  I honestly believe this is smoke and mirrors from a desperate skeletal development crew hoping to keep their jobs.  If they didn't have Legends, they would be unemployed.  Because who needs developers when you go in maintenance mode?  They look like they haven't really thought about what they wanted to do.  They don't look like they are taking this 'relaunch' serious.  And for something that is supposed to come out in a few months, there's a lot of 'oh we're still working on that' BS line.  


  • Po_ggPo_gg Member EpicPosts: 5,749
    edited April 2017
    PottedPlant22 said:

    As someone that was very interested in this and loved TSW, I have to say what I've seen has been a let down for me.[...] 

    Yep, I remember you even laughed on keyboard-using players after the first stream... so, what's happened? Not liked the stream last night? :lol:
    (ok, that was rude, sorry for the schadenfreude. At least I skipped the 'told ya' like comme... oh, crap. :lol: )
    Gorwe said:
    Honestly, the reticule existed all along. So, I've next to no idea what they are really on about. Maybe that's why I'm so interested too, it's a mystery to me.

    Reticle is just one thing (no matter how ridiculous it is), a lot of games have that as an option <- that's the key, those games are MMOs with regular control, and the optional toggle of mouse aim for those few who likes that way.

    However if you want to make that as the only method of control, you have to build your game around it - or dumb your game down if it's an already existing one. You don't need to look far, Legends is the textbook example for that: removing skills, adjusting the remainder ones, easification with the content, and that's just the start. Still not a word about healing (no wonder, in action games healing is usually s.cks big time), no word about world interaction, the seeking of hidden objects, etc.

    Don't get me wrong, I still don't have any interest in Legends, but I decided I will follow the process with an analytical view, there's an online course on game design 101 and I want to use it as a lol-worthy example :awesome:
  • HarikenHariken Member EpicPosts: 2,680

    Mkilbride said:

    Wait...s owe have to start over.



    There's no improvements coming to the original? And we still have to pay for DLC packs, while Legends gets them free?



    I was excited about this, but this sounds like bullshit. Paying customers are getting left out in the dust. Usually in a F2P transition we get some benefits.



    Here? NOTHING.

    If you put tons of money into the original, and paid for those EXPENSIVE Issue packs...now everyone gets them free and you get nothing.



    Sorry to tell you but this is about new players. Old players either get on board or leave.
  • LexDominoLexDomino Member UncommonPosts: 14
    edited April 2017
    This interview just shows how egotistical and deaf Funcom is to what players want and ask for. We asked for MORE player interaction and they decide years later to add less. So dense.

    This is the same game you already have available. Entirely solo with no one to play with. That has always been the problem on top of the terrible graphics they refuse to work harder on. Players BEGGED for more MULTIPLAYER interaction so instead they strip all MULTIPLAYER from the game and reskin it as something new. Stupid doesn't even begin to describe this company.
  • OzmodanOzmodan Member EpicPosts: 9,726
    edited April 2017
    So they changed a MMO into a lobby game?  How retarded.  These people definitely DON'T get it.

    That lone fact will deter me from even trying it.  
  • FalconloftFalconloft Member UncommonPosts: 1
    edited May 2017
    (I'm posting this here, because reviews aren't available to be posted for the game itself yet)

    “One of our biggest goals in relaunching the game has been to reimagine the core gameplay experience in a way befitting a modern-day action RPG,” said Scott Junior, Executive Producer. “Secret World Legends features combat that feels more natural, deep systems that are more intuitive, better structuring of the early game for new players, and improved mission flow to strengthen the pace of progression for players.”



    Would that any of that were true. It's not. All of the feedback that's been received on the beta forums is complaining about the dumbing down of the game, the restrictive locking of missions, and the non-intuitiveness of the new powers. When their design choices are questioned, they try to gloss it over with 'our research tells us that people like this'. They won't show this research that disagrees with all of the feedback they're getting, of course, because it doesn't exist. On the beta forums, threads and posts that are negative mysteriously disappear, and users are suddenly banned or silenced if they don't toe the company line.



    This endemic dishonesty shouldn't be surprising. Funcom as a company is growing more and more dishonest. They promised new content right up until they announced the relaunch, which has been in the works for over a year, meaning that while they were promising new content, they knew that there wouldn't be any. On Steam, instead of listing the game as a new game, which it is, they reused the listing from the previous game, making the average review stay positive for longer. Why? One can't help but suppose that this is because they know how badly received their new game has been so far, and want to cover over it.



    If you're coming from TSW and didn't like the combat, reticle combat might seem like a good fix. And it would have been if anyone but Funcom had done it. Unfortunately, the result is a combat structure for the player that's been changed, but with no actual changes to the mobs. Did you like your ranged classes? Sorry, you can't range anymore, other than for a couple seconds right at the beginning of a fight. Oh, you used to run and gun, shooting at an angle? Nope. You're going to be surrounded while you slowly backpedal, shooting things in melee. Did you like the synergy, or the ability to mix and match powers to find the best build for your playstyle? That's gone too. None of the new powers have synergy at all, and every weapon plays exactly the same. They've all got their own 'unique' mechanic of course, but that uniqueness is mostly limited to the name. The mechanics are all sadly identical.



    In other areas, the character creation is even worse than it was before, and it was only barely useful to begin with. A far cry from AoC, another game built on an older version of the same engine, TSW always lacked the sliders that let you create a character that didn't look slightly bored (or worse, like the face belonged on the head of someone who'd just been mauled by a mother school bus protecting her cubs). But now, even what little customisation there was is gone, replaced by presets because it's easier to revamp the entire system than it is to fix a couple meshes for hats and sunglasses so they don't clip. They could have paid a someone who designed clothes in Second Life back in 2007 a hundred dollars to fix that problem for them.



    The worst part is, it didn't have to be this way. Funcom has known for five years what the biggest problems were with the game: The bugs. The badly optimised graphics. The stale-feeling combat where your hits didn't seem to register. They've refused to fix those real problems, and instead have opted to invent new ones to 'fix', giving us a game that has slow, repetitive combat, and Unless you're dead set on this specific niche genre, and are willing to overlook massive problems that they still pretend don't exist, then you might enjoy the investigative missions. They're pretty fun, usually. If you don't like the sound of that, you can always go and play Continent of the Ninth, or Runes of Magic, or some other third-string Korean MMO. You'll be playing a better game.
  • hatefulpeacehatefulpeace Member UncommonPosts: 621

    SirBalin said:

    Will the pvp actually be good now?  like...will you have open world pvp servers?  



    You didnt read any of it did you lol. They said the game isnt even open world, it is more like SWTOR, where you get a group and go into a instance, and they said they are focusing on their one pvp mini game.





    I just wonder what will happen to the original game when this one's launched. 






    I think they will continue support based on population, but I think the TSW game is probably being phased out. I'm not happy about that, but I know they needed to do something and that something had to be big enough to encourage people to give the game another shot.



    The only thing I was thinking might get them that is a reboot with a re-brand. The above makes it sound like they are moving the game more into a DDO game style. I noticed no mention of Dungeons either, so wondering about that. But if everything is a scripted experience (Dungeons included like DDO,) I would be definitely okay with that.



    I guess we're going to have to wait and see. I trust that they are doing their best to evolve the IP into something that plays to its strengths, while shoring up its weaknesses. How successful they were is the big question now.


    They did tell you what that was. The game is the same, except you only play with people you invited before hand. The dungeons were already like that, you got a group together and went into it.
  • Mr.AnybodyMr.Anybody Member CommonPosts: 5
    would be nice if they added a dueling system for PvP players like where people in open world could watch like in agartha or even eventually add a open world PvP system with scaling and having safe zones or just simply make it so you can toggle open world PvP off and on or they could create a whole entire map that is completely for open world PvP with PvP missions/story driven PvP quests for your faction example like how Tokyo is completely for PvE idk how some people would like that but it's just a cool idea in my opinion I find there isn't enough competitiveness for factions currently almost so that PvP can seem irrelevant because everything PvP related is just contained inside almost in a separate thing from the important parts of the game in places like Shambala or in other que maps hope someone important for the game takes this into consideration or at least looks at it
  • Po_ggPo_gg Member EpicPosts: 5,749
    edited May 2017
    Mr.Anybody said:

    ... where people in open world could watch ... simply make it so you can toggle open world PvP off and on ... it's just a cool idea in my opinion I find there isn't enough competitiveness for factions currently

    You weren't paying atttention to anything in the lore of TSW and the world setting, am I right? :lol:

    Sure, now that they're spitting onto everything TSW was, and chasing their new audience, maybe if you are loud enough they will probably even put open pvp into Agartha (only there, because the rest of the world will be solo / co-op).

    (btw. "a whole entire map that is completely for open world PvP with PvP missions/story driven PvP quests for your faction" that was Fusang. And the duels and similar at-will fights even between the same faction members, those were the fight clubs. Probably you've missed those, because, you know, the first rule of the fight clubs... :lol: )
  • Mr.AnybodyMr.Anybody Member CommonPosts: 5
    edited May 2017
    ya I agree I may not know enough about the lore of the game but I do know PvP and I also agree they are pushing the PvP community aside or almost all of tsw's previous community and fusang was idk also like a que map in a way but just larger it would be nice to have something similar to the portals that you run through in agartha to get to the map and then after doing well enough you can branch off into the next parts of the map like how you start off in a zone in game example Solomon Island then you start in Kingsmouth then you move on from that similar to that but completely open world PvP and the fight clubs sounds interesting almost like a arena for fighting but duels would also be nice to see that anywhere in the game to give more freedom and to be more entertained by PvP in places like agartha 

    THE POINT
     IS 
       1: More content for the PvP community in The Secret World. 
       2: To be able to see, and be in bigger fights. 
       3: More freedom to players who enjoy PvPing, or would like to WPvP in The Secret World, and large scale maps to give more freedom for PvPing. 
       4: I'm thinking a larger zone/map for bigger fights would be a interesting thing to do, because there will be more players joining with the new game to fill these said zones/maps. 
       5: Adding more decision making, possibly having a leader leading a group of people in WPVP over just mindless spawning and dieing in a que map. Or even have a guild system that allows people to collectively WPVP, and other guilds could work together. There can only be say maybe 3-5 groups at a time. Only 30 people for each group for 1 faction in the WPVP zone. So that means 90-150 people at a time for 1 faction to cover more ground.
       6: Adding a defend bases feel that can be raided and defended over time and over night. Doing this would make players stay on more for PvP in a map. Controlling a base should give players in the map PvP currency. The bases could look similar to how the Sheiff's Office looked in Kingmouth Town to give players a more waste landy tactical feel. As if they are holding the fort kind of thing. The names and the appearance could be based on how the PvE maps do in game currently to keep lore involved. 
       7: As for it becoming unbalanced they could create say maybe five different WPvP zone's. They would have to que for WPvP, and if it's full they would have to wait. If you can't find a group to WPvP with it will just put you in a auto generated group. When you successfully get in you would have to run through the portal to get to the map. Then warp to a anima leap to get to where the fight is. 
       8: Most of all make PvP less irrelevant. 
    Post edited by Mr.Anybody on
  • Po_ggPo_gg Member EpicPosts: 5,749
    edited May 2017
    My point with the lore was exactly that there won't be open world pvp in TSW, because that S in the middle means secret... that's why we have the Council (sure, sinking in respect, but still is there and govern the grudges between factions).
    It was among those things that made TSW awesome, the lore and the writing defines the game and not the other way around :wink:  you only can pvp in Council-designated remote areas, off from the public's eye.

    But since now they're flushing down every former design ideas and elements while chasing the new audience, as I said they will maybe even add open pvp too, since action crowd likes to pew-pew, right? :lol:

    The points elude me, I admit... pvp community was pretty active in TSW (as I've heard, never was into that),
    -larger fights you can't see due to the engine (3x40 was the cap in Fusang I think),
    -larger zone for pvp, that's also engine-related (if Fusang would've been larger, think of 3x30 instead of 40 for example, so it's a tug-of-war, you want crowd or map size :wink:  I think Fusang was large enough)
    -enter was open, the queue was not really a "queue" more like a balance mechanism, if your faction had already 30 players in, while the other two just 5-5, then you were stalled in the queue to prevent one faction overdominate the map. Also in a scenario like that, the other two factions got the Underdog, and the option to activate their Custodian
    -"adding base defense", that was the whole point of Fusang, to defend your Facilities... also Stonehenge was a pvp map with king-of-the-hill ruleset.
    -creating multiple maps would defy the whole point of "persistent pvp zone", where you can always see the standings and join in for turning the tide for your faction (I mean, if you are interested in pvp in the first place :wink:  not me)
    -"less irrelevant" the total domination buff from Fusang was pretty relevant, to everyone in-game... just as the BB and MoP rewards from pvp, it was one of the quickest way to earn your currencies.

    (and fight clubs were for duels or for free for all kill fests, with a gallery for spectators to watch... by mechanics it was what you demands, just not in the open, which was a great design choice - and not only for following the lore, I personally never got it in other games either, when two f.tards start to "duel" around NPCs or in the AH, etc.  If you want some e-peen measuring, go and do it somewhere behind the bushes :lol: )
  • Mr.AnybodyMr.Anybody Member CommonPosts: 5
    edited May 2017
    Well I just hope they don't push it aside and repeat PvP content and just add a bit more freedom to PvP thanks for all the information ^_^ I know now that the real problem is the engine for bigger things like this and favoritism towards the new players and neglect towards the old and by irrelevant I meant currently seems irrelevant for the new game by judging how the way things are going on what the devs have to say on things like how all these things have all this new content and here they are just throwing in some old PvP map that was already in the game to satisfy people just enough hopefully for now 
  • Po_ggPo_gg Member EpicPosts: 5,749
    edited May 2017
    Since it will be a lobby-based singleplayer (optional co-op) game, I'm pretty sure you won't have pvp in the world. You may get it in the lobby (Agartha), especially since that would be a new thing to advert and marketing about :wink:  I don't think there is any other lobby based game where the lobby has open pvp :lol:

    So far it is only Shambala was announced, as the "most popular" pvp of TSW, because it is faction-less, and they also said they wanna reduce the "importance of factions" (from the interview), so I wouldn't hold my breath for Fusang, or any other faction-related pvp. But, who knows? They've already made quite some stupid decisions lately :lol:

    edit: yep, I think it's mostly the engine, that's why Legends will be a single/co-op, they reduced the zone cap for 10 (so even in co-op you can only invite 9 more people into your instance of a zone), and after that they said it will run smoother than TSW on the same gear - lol, no sh.it, sure it will be smoother if you lower the population cap... :awesome:
  • Mr.AnybodyMr.Anybody Member CommonPosts: 5
    edited May 2017
    ya.... lol funny how people complained about the combat and other things which they are fixing but then by doing that they are doing other things to create more problems so like what you said earlier the whole entire thing is almost turning into one big tug of war
  • MegilindirMegilindir Member UncommonPosts: 223

    Po_gg said:

    Since it will be a lobby-based singleplayer (optional co-op) game, I'm pretty sure you won't have pvp in the world. You may get it in the lobby (Agartha), especially since that would be a new thing to advert and marketing about :wink:  I don't think there is any other lobby based game where the lobby has open pvp :lol:

    So far it is only Shambala was announced, as the "most popular" pvp of TSW, because it is faction-less, and they also said they wanna reduce the "importance of factions" (from the interview), so I wouldn't hold my breath for Fusang, or any other faction-related pvp. But, who knows? They've already made quite some stupid decisions lately :lol:

    edit: yep, I think it's mostly the engine, that's why Legends will be a single/co-op, they reduced the zone cap for 10 (so even in co-op you can only invite 9 more people into your instance of a zone), and after that they said it will run smoother than TSW on the same gear - lol, no sh.it, sure it will be smoother if you lower the population cap... :awesome:


    Every MMO out there is lobby based single player my little friend. You just have to look from the correct perspective.

    beLIEve

  • Mr.AnybodyMr.Anybody Member CommonPosts: 5
    lol. I think you mean shared world action rpg
  • TalulaRoseTalulaRose Member RarePosts: 1,247

    Leiloni said:


    Po_gg said:


    Leiloni said:


    If TSW was that good you would have a larger and more active playerbase.


    It was good enough for being the biggest contributor to their income through the years, and funded The Park, H&S and Exiles.

    Leiloni said:

    Instead ever since the announcement and even more so today (here and on
    Reddit), you have tons of players excited at the idea of a revamped
    game, fixing the things they didn't like about it.


    That's true, and just makes the contrast even more sad. The current playerbase is shafted and ignored, while Funcom targets those who doesn't even play the game.

    I get it, financially it might be a good move (not sure though, how many of those players will stay for more than 1-2 months), but still a pretty low blow to all who have payed their bills over the years.
    They handled the AoC changes last year similarly, but AoC folks have a thicker skin, they are accustomed to Funcom's moves. TSW community is much friendlier and had more trust in Funcom... well, that's water under the bridge for them as well.


    I don't honestly think they're shafting older players. It's the same game except with some improvements to the most complained about aspects. How are older players shafted there? Their favorite game is getting new life and more players, while still essentially being the same game. Isn't that a good thing? I've played plenty of TSW and it makes me super excited.



    They are getting shafted because instead of improving the game they supported for 5 years Funcom decided to clone it, make it better, and then say fuck your 5 years. Come do it all over again in the better clone. Then they say here is some salt for the knife in the back, but we will keep the alpha version going on life support.
    Po_ggJeroKane
  • QSatuQSatu Member UncommonPosts: 1,796
    After watching the newest stream I'm starting to like this game more and more. I've always been a big fan of 1st Guild Wars and SWL is starting to remind me of it more and more. Limited skill bar with many abilities to unlock, "instanced" world with central hub, energy system (newest stream shows how it works), one elite skill in skill bar. 
  • ElsaboltsElsabolts Member RarePosts: 3,476
    I would like to point out to all that Funcoms track record preceeds them and it is not very good. Do not believe there hype wait and see?
    " Life Liberty and the Pursuit of Those Who  Would Threaten It "
                                            MAGA
  • FlyByKnightFlyByKnight Member EpicPosts: 3,967


    Not impressed... at all. Not for how they're re-packaging this.
    MyrdynnPottedPlant22
    "As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*" 

    ¯\_(ツ)_/¯
  • Po_ggPo_gg Member EpicPosts: 5,749
    edited May 2017
    They are getting shafted because instead of improving the game they supported for 5 years Funcom decided to clone it, make it better, and then say fuck your 5 years. Come do it all over again in the better clone.
    Missed this (not really following Legends now, but now it was on the first page :wink: ), and yep, I agree, that was one of the shafting reasons. Btw. not "better", even they don't say that, ever. They used to say "more accessible", "better flow" and "smoother" (aka. dumbed down).


    Have you seen the interview with Massively, Talula? After more than half of a year they finally addressed a few things, still not counts as "communicating with the playerbase" but at least there were a few answers - and while I'm sure it was sugarcoated and PR-approved, I still wanted to punch the screen... at least they were sitting there squirmy and uncomfortable, like bad kids in front of the principle :lol:  Haven't watched to the end, because at the "fuck your 5 years" part (as you said) I just closed the stream, but still learned a couple "highlights", or more like low blows... like:

    - the decision was made in the early 2016. Translation, yep, they were lying into our faces all through the year about Season 2 and new content for TSW.

    - trigger was that i14 didn't bring the numbers. So it's like CoH all over again, not "in the red", not even "not profitable enough", it was perfectly fine just didn't bring the occasional income boosts from Issue releases. Not a surprise, since plenty of players left due to the lack of new content... 

    - they knew the playerbase will leave (and also be angry) but they didn't give a sh.t because did some market research and the numbers showed that the new target audience is larger and they can monetize the cr.p out of them through f2p.
    Plus, old players cared about the story, and that will be free anyways, since the monetization will be on the gameplay, so they need the "gameplay" players (i.e. action gamers)
    Translation, that's why they had no problem lying to the community, and then in December stopping even to say anything to them, former players were written off as soon as the decision was made.

    - finally, where I stopped watching, the whole "possible but not plausible" part. Or as Talula said above, the "fuck your 5 years". When they explained that they surely could transfer everything to the new game, it's the same engine and such, BUT
    "throw us a bone here, we're a small company, it would cost a lot of money" so they decided ditching all the progress is the best move. And then Tilty quickly added "best move to us, the company". Riiiight....
    Translation, all those BS after the announcement about how is it impossible, and it would break the character, and everything was just a lie as well, your progress is lost just because they don't want to spend any money on the former players.

    ps. as someone noted on the forums, the Museum. How f.cked up that part is, based on those two info pieces? They added a massive endgame grind into the game, to keep the players in and playing (and paying) through the year, while they knew all along that every minute they spend to unlock parts of the Museum will be flushed down the toilet a year later... well done, FC.  /slowclap
    DakeruAgent_Joseph
  • DakeruDakeru Member EpicPosts: 3,803
    Po_gg said:
    ps. as someone noted on the forums, the Museum. How f.cked up that part is, based on those two info pieces? They added a massive endgame grind into the game, to keep the players in and playing (and paying) through the year, while they knew all along that every minute they spend to unlock parts of the Museum will be flushed down the toilet a year later... well done, FC.  /slowclap
    I'm really glad I didn't touch that part of the game.
    Agent_Joseph
    Harbinger of Fools
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