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The Secret World: Interview Gleanings

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  • CailiegCailieg Member Posts: 85

    Originally posted by eric_w66

    Assuming there's 250 active skills and 250 passive skills, you get a very large number of possiblities....

    If my math is correct: 11,126,241,217,000 combinations of 7 active powers (same for passive). So over the 14 slots, you'd get

    123,793,243,618,869,641,089,000,000 combinations of active and passive.

    That said, in the end, I suspect it'll be closer to 5 "GOOD" ways ;)

    I just had to write that number out for the ludicrous nature of it.

     

     

    For active powers you have "Eleven Trillion, One Hundred Twenty Six Billion, Two hundred forty one million, eighty nine thousand" combinations.

     

     

    Total you have....

     

    One hundred twenty three Septillion, seven hundred ninety three sextillion, two hundred and forty three quintillion, six hundred and eighteen quadrillion, eight hundred and sixty nine trillion, six hundred and forty one billion, eighty nine million" choices....

     

     

     

    Alexis

    *boggles*

  • JarodDJarodD Member Posts: 24

    Originally posted by Figure

    If that's all the case, here's a potential breakdown.

    3 schools with 3 skills in each school(9 total), 7 skills per cell, (guessed)8 cells per school skill would be the closest correct math.

    9 x 7 x 8 = 504.

    So if the recent assumptions are correct and divisions are equal(somewhat dubious assumption), then 8 cells will be devoted to each school skill.  (which means there's likely 56 different skills associated with... for instance.. pistols) And if they cut the passives and actives in half, we have 28 different active skills associated with pistols and 28 passives.

     

    Hrm.  Not sure what to think about this.. then again it's all guesswork and there's a healthy amount of assumptions made here.  What does everyone else think?

    Makes sense. Probably at least in the ballpark.

    Just looked at the wheel again. There are 21 cells in the inner circle and 63 in the outer circle. That's 84 cells. 84 cells x 7 skills/cell = 588 skills.

    Not sure what the difference is between the inner circle and the outer circle, but given that there are 3 times as many in the outer circle, perhaps the inner ones are specific to a type of combat (melee, ranged, magic) and the ones on the outer circle are specific to the subcategories (e.g., hammers, swords, and fist weapons for melee).

    That would give 21 inner cells / 3 combat types = 7 inner cells for each combat type. That would result in 7 cells x 7 skills/cell = 49 skills for each combat type. A total of 147 skills tied to combat types.

    In addition, there would be 63 / 9 subcategories = 7 outer cells for each subcategory. That would result in an additional 7 cells X 7 skills/cell = 49 skills for each subcategory. A total of 441 skills tied to subcategories.

    If you were all about pistols (and eschewed everything else), you'd be working with 49 ranged skills and 49 pistol skills for a total of 98 skills from which you'd use 14 (7 actives and 7 passives) at any particular time.

    Of course the wheel is a work in progress, but contemplating the possibilities is at least somewhat amusing. :-)

  • rpgalonrpgalon Member Posts: 430

    I don't know what you guys are talking, so much assumptions....

    they allready stated in an old interview that you can use the same skill with diferent weapons, the exemple they gave was a guy using a katana and other using a shotgun, when they use the skill "fire ball"  the katana guy slash and create an fire AoE in an arc shape low range, while the shotgun guy blast a fireball that explodes into a circle AoE.

    I will try to find the source

  • FigureFigure Member Posts: 128

    that'd be interesting if the magic skills changes their function based on the weapon you were wielding.   Based on the cinematic (with the fire user), it'd be highly plausible if that was the case and would make the '500 skills' even more depthworthy.  Your 7/7 setup could actually be more like 14/7 setup if functionality of skill changed based on weapon.

    "Oh I need some aoe, lemme equip my shotgun and charge it with a fireball."

    "Boss Fight, better equip the katana get some dot damage on with my fireball."

    "I need a knockback, lemme unequip and fireball him."

     

    Seems like just the kind of gamechanger that Funcom might make like their making of autoattacks into a dynamic 6 directional attacks that help set off combos.

     

    Edit: I just realized that it's already a puzzle just trying to figure out information from the details they've given us.. I don't want to be too conspiratorial, but this too might be part of the puzzle.  If it is, Funcom is waaaay too good at their jobs and needs to be off curing cancer or something instead.

    Currently Watching: TSW. << Very Eager for a Beta invite. Have experience with Beta Testing.
    Not personally a big fan of raiding or current pve endgame mmo philosophy. Nothing wrong with it, I just sort of burnt out on it.
    Hardcore raider in wow from Launch to.. about 7 months ago.
    Currently Playing: Champions Online.

  • JarodDJarodD Member Posts: 24

    Originally posted by rpgalon

    I don't know what you guys are talking, so much assumptions....

    they allready stated in an old interview that you can use the same skill with diferent weapons, the exemple they gave was a guy using a katana and other using a shotgun, when they use the skill "fire ball"  the katana guy slash and create an fire AoE in an arc shape low range, while the shotgun guy blast a fireball that explodes into a circle AoE.

    I will try to find the source

    Right. There hasn't been any indication that the three subcategories of magic combat are associated with specific weapons, but the subcategories for melee and ranged combat definitely are. We've also seen some skill names that imply they are weapon specific. The skills vid shows a skill called "Sledge" -- I don't think it's reaching to assume that has something to do with a hammer.

    We're clearly just contemplating things at this point, but if you watch the skills vid, Bruusgaard introduces the concept of skills and then immediately describes how combat is divided into three types and that each type is broken into three subcategories. He then continues with his explanation of skills. I take that as a strong implication that the combat types and the subcategories are relevant to understanding how skills are organized. We have no way of knowing how many skills are associated with each, but I'm confident that at least some skills are tied to combat types and that at least some skills are tied to subcategories.

  • rpgalonrpgalon Member Posts: 430

    It was a very old interview so I can't find anymore, I think it was a video-interview with Martin, not sure

     

    anyway, here are some interesting OLD tidbits of info from a TSW Community Questions, 30 questions asked by the community...

    http://www.darkdemonscrygaia.com/showthread.php?t=9420

    http://www.darkdemonscrygaia.com/showthread.php?t=9481

    http://www.darkdemonscrygaia.com/showthread.php?t=9555

    exp:

    Q9: The Secret World exists so far from the mundane world... how elaborate/visual will the magic in game be? How varied? (Azaris)

    The Secret World isn’t very far from our everyday world at all; we just tend to look the other way. It's the world down that dark alley, beyond the tall fence, through the door of the rundown house on the edge of town. It's the world that we glimpse when we take a shortcut home one night and see shadows lurking off the beaten path.

    It's the world we see in the corner of our eye but are afraid to acknowledge because it would make us question everything we hold to be true. It's the world behind the curtains, where puppet-masters pull strings, making governments, religions and corporations dance to their tunes. It's our world, without the coat of white paint, and it's right here, right now, if you only knew how to look.

    There’s going to be tons of variety in terms of what kind of magic players can learn and how they can use it – both in terms of visuals and gameplay – and that also goes for the magic weapons players get to wield. But it's still magic of our world, not a world of elves and dwarves and dragons (well, um, sort of), and it'll feel as such.

    There's voodoo, illusionism, demonology - magics that belong in the darkest corners of Earth, not in some high fantasy world. 

    Q6: What can you tell us about magic in TSW? Will it be based on existing schools of mysticism, or will it be new lore created for TSW?

    Martin: Magic in TSW has one familiar school (c’mon – what’s a game without FIRE!), and the rest I think will be unexpected ones, that compliments the lore perfectly. There are 5 schools of magic and the player can master all of them. The different schools of magic can be used for many different things, but each school will have a certain... texture to it - some focusing on one thing and others something else. The lore behind players receiving these gifts of magic will be explained in a very cool way in the beginning of the game.

  • JarodDJarodD Member Posts: 24

    Originally posted by rpgalon

    It was a very old interview so I can't find anymore, I think it was a video-interview with Martin, not sure

     

    anyway, here are some interesting OLD tidbits of info from a TSW Community Questions, 30 questions asked by the community...

    http://www.darkdemonscrygaia.com/showthread.php?t=9420

    http://www.darkdemonscrygaia.com/showthread.php?t=9481

    http://www.darkdemonscrygaia.com/showthread.php?t=9555

    exp:

    Q9: The Secret World exists so far from the mundane world... how elaborate/visual will the magic in game be? How varied? (Azaris)

    The Secret World isn’t very far from our everyday world at all; we just tend to look the other way. It's the world down that dark alley, beyond the tall fence, through the door of the rundown house on the edge of town. It's the world that we glimpse when we take a shortcut home one night and see shadows lurking off the beaten path.

    It's the world we see in the corner of our eye but are afraid to acknowledge because it would make us question everything we hold to be true. It's the world behind the curtains, where puppet-masters pull strings, making governments, religions and corporations dance to their tunes. It's our world, without the coat of white paint, and it's right here, right now, if you only knew how to look.

    There’s going to be tons of variety in terms of what kind of magic players can learn and how they can use it – both in terms of visuals and gameplay – and that also goes for the magic weapons players get to wield. But it's still magic of our world, not a world of elves and dwarves and dragons (well, um, sort of), and it'll feel as such.

    There's voodoo, illusionism, demonology - magics that belong in the darkest corners of Earth, not in some high fantasy world. 

    Q6: What can you tell us about magic in TSW? Will it be based on existing schools of mysticism, or will it be new lore created for TSW?

    Martin: Magic in TSW has one familiar school (c’mon – what’s a game without FIRE!), and the rest I think will be unexpected ones, that compliments the lore perfectly. There are 5 schools of magic and the player can master all of them. The different schools of magic can be used for many different things, but each school will have a certain... texture to it - some focusing on one thing and others something else. The lore behind players receiving these gifts of magic will be explained in a very cool way in the beginning of the game.

    Yep. This is outdated now as we've seen a more recent description of magic and there are only three types: blood, chaos, and elementalism. Fire is included in elementalism. It's going to get really tough to keep waiting on this one as they slowly dole out information. Heh

  • rpgalonrpgalon Member Posts: 430

    Originally posted by JarodD

    Originally posted by rpgalon

    I don't know what you guys are talking, so much assumptions....

    they allready stated in an old interview that you can use the same skill with diferent weapons, the exemple they gave was a guy using a katana and other using a shotgun, when they use the skill "fire ball"  the katana guy slash and create an fire AoE in an arc shape low range, while the shotgun guy blast a fireball that explodes into a circle AoE.

    I will try to find the source

    Right. There hasn't been any indication that the three subcategories of magic combat are associated with specific weapons, but the subcategories for melee and ranged combat definitely are. We've also seen some skill names that imply they are weapon specific. The skills vid shows a skill called "Sledge" -- I don't think it's reaching to assume that has something to do with a hammer.

    We're clearly just contemplating things at this point, but if you watch the skills vid, Bruusgaard introduces the concept of skills and then immediately describes how combat is divided into three types and that each type is broken into three subcategories. He then continues with his explanation of skills. I take that as a strong implication that the combat types and the subcategories are relevant to understanding how skills are organized. We have no way of knowing how many skills are associated with each, but I'm confident that at least some skills are tied to combat types and that at least some skills are tied to subcategories.

    yeah, I don't know how you can use a skill "Snipe" with a hammer... =P, but like the hollow earth that is being reworked, they could have changed mind since it was a really old interview.

  • JarodDJarodD Member Posts: 24

    Originally posted by rpgalon

    yeah, I don't know how you can use a skill "Snipe" with a hammer... =P, but like the hollow earth that is being reworked, they could have changed mind since it was a really old interview.

    Heh. I totally want to be a hammer sniper. That would be awesome. People just walking down the street when a hammer comes out of nowhere...

    Even if the weapons don't affect the spells themselves, it would be nice if they alter the animations. Do any of the recent vids show people holding weapons while they cast? I'm only remembering casters with bare hands.

  • rpgalonrpgalon Member Posts: 430

    Originally posted by JarodD

    Originally posted by rpgalon

    yeah, I don't know how you can use a skill "Snipe" with a hammer... =P, but like the hollow earth that is being reworked, they could have changed mind since it was a really old interview.

    Heh. I totally want to be a hammer sniper. That would be awesome. People just walking down the street when a hammer comes out of nowhere...

    Even if the weapons don't affect the spells themselves, it would be nice if they alter the animations. Do any of the recent vids show people holding weapons while they cast? I'm only remembering casters with bare hands.

    yeah, all of then were casting with bare hands, I think the closest I saw was a katana on fire

  • FigureFigure Member Posts: 128

    weapon casting would be excellent.

    Currently Watching: TSW. << Very Eager for a Beta invite. Have experience with Beta Testing.
    Not personally a big fan of raiding or current pve endgame mmo philosophy. Nothing wrong with it, I just sort of burnt out on it.
    Hardcore raider in wow from Launch to.. about 7 months ago.
    Currently Playing: Champions Online.

  • GyrusGyrus Member UncommonPosts: 2,413

    I was thinking about TSW last night (no reason - don't know why) and I had an epiphany...


    • Spoilers will be punished! - Players will receive disciplinary action for spamming the game’s puzzle answers across chat channels in an abusive way.  Love this more than I can say.  In a game that spends a great deal of time trying to get players to think, I’d hate it if one or two bad apples could spoil the whole bunch.

    • ...

    • Mission Types – There are some pretty cool concepts when it comes to the missions and quests of TSW it would seem.  You’ll have your basic “action” missions which require you to go in, fight baddies, and so forth.  But then there are also the sabotage sort, which require you to employ stealth over brute force.  Breaking into buildings, bypassing security, and so forth are all a part of the equation which will require players to solve problems creatively, rather than just “collect this by killing this”.  Then there are the investigation missions which openly and earnestly send players out into the real world (or internet search engines) to find the answers to in-game problems.  Lastly are the informational sort, in which a player might have to uncover some clues in-game to progress the mission: be it a sequence of numbers, or an address, or what have you.

    This feature is destined to fail.


    Sad really, because it's what many players have been saying they want for years.  You know, a 'thinking game'.


    But many players say they want PvP as well - and it usually turns out that they don't.  Well - they do - but only if they can WIN all the time.


     


    This feature is much the same.


    People say they want it - but in reality do players really want to do their own research on the net for a game?


    I say no.


    Here is my 'proof':


    One of the first Video Teasers ever released was this one http://www.youtube.com/watch?v=45aZFzCmjkc


    Hype was high.  If ever there was going to bededicated  a community hungry for information it was then.


    So... what happened?


    How many people looked up "Crow in Mythology" as a result of that video?


    How many people discovered the name of that demon?


     


    Well - I would suggest not too many - because when it was 'revealed' by Funcom nearly two years later not only did many people forget the original video - but no-one seemed to have already figured it out for themselves?



     


    So, is a game relying on players to do their own research really such a good idea?


    Or will they have to spoon feed us?


     

    Nothing says irony like spelling ideot wrong.

  • lunatislunatis Member UncommonPosts: 261

    I guess you can go quest and kill baddies if you suck too much to enjoy a few enigmas! I LOVE enigmas! They're awesome, they bring as much suspense to an adventurer as pvp to pvpers. I love both so I guess it would be an orgasmic game.

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