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The Secret World: The Top 5 Secret World Secrets

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

In this week's column devoted to Funcom's The Secret World, MMORPG.com Lead Writer Bill Murphy takes a look at the Top 5 Secret World Secrets in a special edition of The List. Bill, like all of us would like more information about some things that developers have only hinted at thus far. Check out the special edition of The List: The Top 5 Secret World Secrets. Leave us a comment or two when finished.

But something tells me that The Secret World is going to be a bit different. I don’t think Funcom wants to spoil the intrigue of their game until we get much closer to launch. This has its benefits: namely, if you don’t over-share on the way your game works, you won’t have to come back later and explain to players why one feature or another is not shipping on Launch. But either way, we’re gamers here at MMORPG.com. We want to know everything about a title; we want to see what’s behind the curtain and get amped for what the game’s going to bring on release. Here then are a few things I want to know about when it comes to The Secret World. I don’t want to spoil the game for myself, but I would love more info on any of the following.

Read more of Bill Murphy's Special Edition of The List: The Top 5 Secret World Secrets.



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Comments

  • DnomsedDnomsed Member UncommonPosts: 261

    First!  I just hope they hold off on release until they can work out the open rvr aspects.  I was really looking forward to this as well and would rather wait on the game than have it released prematurely without T.H.E.

    Warhammer fanatic since '85.
    image

  • Havok2allHavok2all Member UncommonPosts: 190

    If you go back and view the most recent videos of TSW, you will see it is stated that there are 500 UNIQUE skills. It was mentioned that there isn't  Fireball 1 2 3.

  • CorthalaCorthala Member UncommonPosts: 283

    Will remake AO equiment system and add to this game, FC!!

    "you are like the world revenge on sarcasm, you know that?"

    One of those great lines from The Secret World

  • sudosudo Member UncommonPosts: 697

    So... The secrets are top secret in Secret World, eh?

    "Only in quiet waters do things mirror themselves undistorted.
    Only in a quiet mind is adequate perception of the world."
    Hans Margolius

  • DrakiisDrakiis Member Posts: 47
    They say that character creation will be truely open ended, but what i want to know is are we talking about a throw back to the old ways of rpgs as i am hoping for, or will your choices be limited in the beginning as is usual?
  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Originally posted by Drakiis

    They say that character creation will be truely open ended, but what i want to know is are we talking about a throw back to the old ways of rpgs as i am hoping for, or will your choices be limited in the beginning as is usual?

    Ah, there's your 6th secret image

     

    ... well, it can replace the secret about the skills, that has already been explained that it's 500 unique skills that was talked about, no Fireball 1, 2, etc.

    Although your initial base skill can be upgraded via other means, if I remember correctly.

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."

  • ormstungaormstunga Member Posts: 736

    Nice topic =D

    3 factions, there its looking awesome already. Loads of skills is also very nice, I'm hoping for some kind of system where you can only use a few select at any given time. I hate having 30 skills on my bar of which more then half are used on a weekly basis. That is not a system of skill, its a system of stupidity.

    I for one wont be going to any sites to look up quests or secrets lol. Playing like that would ruin the game completely imo.

    But what I'm hoping for mostly is an immersive and awesome kind of eerie feel to it.

  • DnomsedDnomsed Member UncommonPosts: 261

    Originally posted by ormstunga

    Nice topic =D

    3 factions, there its looking awesome already. Loads of skills is also very nice, I'm hoping for some kind of system where you can only use a few select at any given time. I hate having 30 skills on my bar of which more then half are used on a weekly basis. That is not a system of skill, its a system of stupidity.

    I for one wont be going to any sites to look up quests or secrets lol. Playing like that would ruin the game completely imo.

    But what I'm hoping for mostly is an immersive and awesome kind of eerie feel to it.

    Characters will have 7 active skills and 7 passive skills available at a time.

    Warhammer fanatic since '85.
    image

  • MMO.MaverickMMO.Maverick Member CommonPosts: 7,619

    Originally posted by ormstunga

    Loads of skills is also very nice, I'm hoping for some kind of system where you can only use a few select at any given time. I hate having 30 skills on my bar of which more then half are used on a weekly basis. That is not a system of skill, its a system of stupidity.

    But what I'm hoping for mostly is an immersive and awesome kind of eerie feel to it.

    ? Eh, that's already ingame: you can only have 14 skills on standby at any given time, 7 active ones and 7 passive ones image

     

    Regarding the eerie feel, I think that'll be ok too. Take for example a look at a couple of the monsters and creatures in TSW, right here

    The ACTUAL size of MMORPG worlds: a comparison list between MMO's

    The ease with which predictions are made on these forums:
    Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."

  • SenadinaSenadina Member UncommonPosts: 896

    I'd like to know more about crafting. It has been stated TSW will have crafting, but that's all we know. I'd like to see what kinds of crafting professions will be in a modern/paranormal MMO.

    And combat has me very worried. If it is too actiony, it may be the fly in the ointment for me. And I want this game to fit me like a glove because the setting and story are something I've wanted for a long time.

    image
  • DrakiisDrakiis Member Posts: 47
    Being a social mechanic, i am also thinking that the three faction open world pvp in the hollow earth may have a old school daoc arrangement, it is also my hope that guilds will be able to have a way to plant their flag somehow
  • RequiamerRequiamer Member Posts: 2,034

    Originally posted by Havok2all

    If you go back and view the most recent videos of TSW, you will see it is stated that there are 500 UNIQUE skills. It was mentioned that there isn't  Fireball 1 2 3.


     

     Honestly that part worried me a bit, it remind me Darkfall dev claiming for years they will make a skill based game with a huge amount of skill, i think it was 500 too, that it had no fireball 1 2 3, its like a deja vu here. And it ended up with a system that is lacking the real aspect of skill system. First everbody had to pick everything, second they where no role per say. And that skill number was nothing more than a farce in fact because it mean pretty much nothing. So if they make a skill based system at least they should try to make something in the spirit of Uo where the skill system created a lot of "class" that are still unique to the mmo world like witch hunter and treasure hunter for exemple.

     

    So in short number mean nothing, its the spirit that is important.

     

    A skill system have no meaning if the game play is the same as a class system, the beauty of a skill system is that it open up character development to the imagination of the player. If the system fail to do that you better just not make one at all, it piss people off when they get something they don't expect. Its like people claiming they are making a sandbox and it is nothing alike in fact, you don't know if they lie or are stupid or want to rob you, and maybe even all of this together.

     

    A skill system is so you can build your own character from a big amount of skill, it give more choices.

  • simmihisimmihi Member UncommonPosts: 709

    Screenshot at #4  ... is that a new-age heckler? ^^

  • delta9delta9 Member UncommonPosts: 358

    Spot on article, id rather Fc dont over hype and fail to deliver again and seems they may of learned from past mistakes on that one.

     

    I cant wait to see this game hopefully in a fairly unbuggy and stable state at launch

     

    The promise of really tricky puizzles that will take a community to solve is a really good thing

     

    Finally a MMO where the race to end game isnt the main thing on its players mind

     

  • cdhamescdhames Member UncommonPosts: 27

    The richest rewards are those that immerse a player in story, removing that person from real life for the duration of his play.  I think that's what they're trying to accomplish here, but to be realistic, i don't see how it can ever be fully successful in an MMO.. 

    Chat channels for one, ruin the experience.  Just about every MMO to date has a standard chat configuration.  Just opening it up to communicate with teammates removes a player from full immersion.

    Design interface is another immersion killer.  I remember playing games back in the day that offered store bought items on old or ruined parchment layouts.  These days store interfaces are streamlined, with crisp, flowing selection interfaces, with smooth borders and just an overall sleekness to them.  You can't immerse yourself in a storyline that requires you to interface with Windows. 

    I think that once a company really hones in on how a player sockets into a game world, we'll begin seeing real immersive MMO's.  While I applaud the efforts going on at Funcom and am highly expectant of TSW's release, I don't expect to see a revolution in immersive play happening here.  The MMO market needs to really rethink the entire concept of game interfacing, and move in an entirely new direction. 

  • AlienShirtAlienShirt Member UncommonPosts: 621
    Despite its flaws DCUO has a good combat system that would be fitting for SW.
  • UBakedUBaked Member Posts: 7

    i so hope this game doesnt just sound good on paper,

    hopefully qq doesnt change a heap of the features its advertising(as in the puzzles giving faction bonus etc)

    i so hope that funcom made all its mistakes with AoC and will produce something worthy from launch.

    if it runs a cleaner version of the dreamworld engine it will definatly look nice.

    - id rather a niche game than a try hard "insert most popular mmo here"

  • kado2kado2 Member Posts: 80

    I'm still looking forward to this game. The setting, the factions, everything just seems so interesting to me. I hope Funcom gets it right from the start.

    Retired: EVE, SWG, STO, EQ2, Ryzom, AO, LotRO, FFXI
    Currently Awaiting: SWTOR, TSW, ArcheAge

  • MumboJumboMumboJumbo Member UncommonPosts: 3,219

    Think the article nails the vip things in this game. I'd rank importance this way:

    I'd say COMBAT/SKILLS is still most important thing to work. Faction PvP next and then the secrets and how the faction pve differences pan out. Great to hear no levels and open skill system but sometimes with skills less is more?

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