I am also happy to reveal that Issue #4 will be introducing one of the most requested features during Beta: reticule combat. This is something I wanted to bring into the game from the moment I put on the Game Director shoes as I feel it makes combat a lot more direct and exciting. We are not forcing it upon anyone, though. You will be able to freely switch between traditional targeting and the reticule depending on what you feel is best for you.
I am also happy to reveal that Issue #4 will be introducing one of the most requested features during Beta: reticule combat. This is something I wanted to bring into the game from the moment I put on the Game Director shoes as I feel it makes combat a lot more direct and exciting. We are not forcing it upon anyone, though. You will be able to freely switch between traditional targeting and the reticule depending on what you feel is best for you.
I also saw this as well, Of course, Issue #4 has plenty of other content as well. We’re introducing the second auxiliary weapon – the Chainsaw. So Yes I knew we were going to be getting more stuff to grind out sp/aa on.
Reticule combat already have some of that with aoe,taos skills.
Originally posted by Rayshe The theory my Cabalists are thinking is that funcom is bringing in Multi-Player Investigation missions. Those of which you cannot finish unless you have a group working on it. As it stands on my Dragon (since my cabal is Dragon) ive done all the Investigation missions in a group RPing the whole Mission...
I don't know if you read that announcement before posting this, but... you nailed it. ~narrows eyes~ i'm watching you, lady -.-
======
Another thing we are working on which I am really excited about is what we internally like to call ‘puzzle raids’. One of the most heralded features of ‘The Secret World’ at launch were the investigation missions that merge adventure-game puzzle-solving based on real-world research and brings it into an MMO setting. ‘Puzzle raids’ are sort of group investigation missions and a throwback to our alternate reality gaming (ARG) roots which ‘The Secret World’ were such an important part of the game prior to launch.
As it stands right now Melee has the highest DPS in the game and you can use a melee build in about 95% boss fights, it just takes a lot of skill.
Someone is running claws/chaos hitting 3.5k dps(most ppl lucky to hit 2-2.5k with rdps) on dam charts and has cleared every NM boss doing so.
Adding in the option to use reticule combat is only a postive thing, especially since its OPTIONAL.
Mounts suck!
This game has a bright future ahead of it, the Tornquist debacle is unfortunate but lets not fool ourselves, he is only 1 dude, insignificant in the grand scheme of the game's development from here on.
Been playing since launch, in 10.4.0 gear, I enjoy the game more than when I started, I have over half my abilities and never get tired of trying new combinations for both dps/heal/tanking which I do all of in NM dungeons, something I never could do in WoW outside the realm of switching characters. :P
TSW is its own game, it has some similarities with whats out there but still stands on its own as a new experience for a MMORPG'r, just takes patience and learning to get into the late game.
Im excited for the 10 man NY Raid/Tokyo and whatever else is in the future.
So reticle combat, that is interesting. Now I hope the stream runs as non-flash video as I will be away from my PC and abso-freakin-loputely need to watch this on IPad
So reticle combat, that is interesting. Now I hope the stream runs as non-flash video as I will be away from my PC and abso-freakin-loputely need to watch this on IPad
curious as they said never before seen combat feature.. the description sound pretty much the same as STO.. and the fact it's toggable similar to STO shooter mode.. chainsaw sounds fun though and hopefully animation update is significant
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Have you ever watched camera footage from a fighter plane. It that little reticule floating around to get target lock for the missile system. The reticule will be a target lock feature you can turn on and off.
Honestly its been done in other games and you will be able to turn it off and on in this one. I played space game like wing commander that had it.
So its basically a different way to get a target lock without clicking on the target.
Have you ever watched camera footage from a fighter plane. It that little reticule floating around to get target lock for the missile system. The reticule will be a target lock feature you can turn on and off.
Honestly its been done in other games and you will be able to turn it off and on in this one. I played space game like wing commander that had it.
So its basically a different way to get a target lock without clicking on the target.
Isnt that the combat that was highly critisized in SWG-NGE?
Have you ever watched camera footage from a fighter plane. It that little reticule floating around to get target lock for the missile system. The reticule will be a target lock feature you can turn on and off.
Honestly its been done in other games and you will be able to turn it off and on in this one. I played space game like wing commander that had it.
So its basically a different way to get a target lock without clicking on the target.
Have you ever watched camera footage from a fighter plane. It that little reticule floating around to get target lock for the missile system. The reticule will be a target lock feature you can turn on and off.
Honestly its been done in other games and you will be able to turn it off and on in this one. I played space game like wing commander that had it.
So its basically a different way to get a target lock without clicking on the target.
Isnt that the combat that was highly critisized in SWG-NGE?
Yes it was becasue it was almost inposible to keep a target lock if you were ra ranged player in pvp.
Originally posted by Aerowyn curious as they said never before seen combat feature.. the description sound pretty much the same as STO.. and the fact it's toggable similar to STO shooter mode.. chainsaw sounds fun though and hopefully animation update is significant
Originally posted by asmkm22 I'd come back to the game in a heartbeat if the "feature" was a total reworking of combat skills so that fighting mobs didn't take forever and feel so repetative...
Take for ever? are you kidding me, you must have a bad build, thats the problem to many people are used to game like WOW where it takes no brains to set up your build, TSW you need to think a bit to get a good build, I have no issues killing anything..
Get some builds online somewhere and use it...
Yeah, I heard that a lot, and there might be some truth to it. I played an AR build, with some FIST hots thrown in. At first, it was mostly healing stuff, because I've always liked healing groups. Running through the first instance was fun, but killing mobs got really tedious, even in the first zone.
I figured it was just due to having a healing-heavy build, so I rand through all of the Kingsmouth quests again, and invested points into the combat sides of AR, and got gear related to damage instead of healing. The end result is it I didn't feel like I was killing stuff any faster. Even still, Kingsmouth was ok, even despite the slow combat speed, but it was the next zone that really made me quit. I'd spend 20 to 30 seconds spamming the same couple of buttons over and over again just to kill the single mob pulls. Group pulls were more fun, since I could use AoE abilites and maybe throw in a hot ot something.
So could it be that the AR line is just crap? Maybe so. At that stage of the game, it's not like the possible "builds" were all that varied though. I had a DPS focused build, and a healing build, neither of which seemed to make combat more fun.
Lastly, some people were telling me that it gets better and more fun at the end game because you have access to all the best skills and variety, etc. That is probably the worst justification though, because what's the point of advertising hundreds of skills if only a small subset are actually useful and available only at the later stages of the game?
I loved the atmosphere, aside from a few examples of crappy dialogue by writers that came off as 6 year olds trying their hardest to write "mature" content (most notably in the Illuminati faction). I just couldn't enjoy the combat.
Originally posted by asmkm22 I'd come back to the game in a heartbeat if the "feature" was a total reworking of combat skills so that fighting mobs didn't take forever and feel so repetative...
Take for ever? are you kidding me, you must have a bad build, thats the problem to many people are used to game like WOW where it takes no brains to set up your build, TSW you need to think a bit to get a good build, I have no issues killing anything..
Get some builds online somewhere and use it...
Yeah, I heard that a lot, and there might be some truth to it. I played an AR build, with some FIST hots thrown in. At first, it was mostly healing stuff, because I've always liked healing groups. Running through the first instance was fun, but killing mobs got really tedious, even in the first zone.
I figured it was just due to having a healing-heavy build, so I rand through all of the Kingsmouth quests again, and invested points into the combat sides of AR, and got gear related to damage instead of healing. The end result is it I didn't feel like I was killing stuff any faster. Even still, Kingsmouth was ok, even despite the slow combat speed, but it was the next zone that really made me quit. I'd spend 20 to 30 seconds spamming the same couple of buttons over and over again just to kill the single mob pulls. Group pulls were more fun, since I could use AoE abilites and maybe throw in a hot ot something.
So could it be that the AR line is just crap? Maybe so. At that stage of the game, it's not like the possible "builds" were all that varied though. I had a DPS focused build, and a healing build, neither of which seemed to make combat more fun.
Lastly, some people were telling me that it gets better and more fun at the end game because you have access to all the best skills and variety, etc. That is probably the worst justification though, because what's the point of advertising hundreds of skills if only a small subset are actually useful and available only at the later stages of the game?
I loved the atmosphere, aside from a few examples of crappy dialogue by writers that came off as 6 year olds trying their hardest to write "mature" content (most notably in the Illuminati faction). I just couldn't enjoy the combat.
I had the same issue going to the second area from Kingsmouth. Re-rolled and tied all my active skills to my passives and created a "synergy" between them....i.e. if I had actives or passives that caused weaken, I would find other passives/actives that would increase my hit rate when hit by a weakened target. I would concentrate on evade gear and evade actives in order for my passive (when evade cause weakness and when evade increase hit and when evade cause extra damage)
It's not just putting a bunch of damage oriented skills out, it's not just putting +attack gear on but both at the same time. The idea is to build synergy through gear, active skills and passives, so that every action you make causes a ripple effect as a result of your other equipped skills.
When you get that setup, come back and tell us how you kill everything in sight and never die.
Originally posted by asmkm22 I'd come back to the game in a heartbeat if the "feature" was a total reworking of combat skills so that fighting mobs didn't take forever and feel so repetative...
Take for ever? are you kidding me, you must have a bad build, thats the problem to many people are used to game like WOW where it takes no brains to set up your build, TSW you need to think a bit to get a good build, I have no issues killing anything..
Get some builds online somewhere and use it...
Yeah, I heard that a lot, and there might be some truth to it. I played an AR build, with some FIST hots thrown in. At first, it was mostly healing stuff, because I've always liked healing groups. Running through the first instance was fun, but killing mobs got really tedious, even in the first zone.
I figured it was just due to having a healing-heavy build, so I rand through all of the Kingsmouth quests again, and invested points into the combat sides of AR, and got gear related to damage instead of healing. The end result is it I didn't feel like I was killing stuff any faster. Even still, Kingsmouth was ok, even despite the slow combat speed, but it was the next zone that really made me quit. I'd spend 20 to 30 seconds spamming the same couple of buttons over and over again just to kill the single mob pulls. Group pulls were more fun, since I could use AoE abilites and maybe throw in a hot ot something.
So could it be that the AR line is just crap? Maybe so. At that stage of the game, it's not like the possible "builds" were all that varied though. I had a DPS focused build, and a healing build, neither of which seemed to make combat more fun.
Lastly, some people were telling me that it gets better and more fun at the end game because you have access to all the best skills and variety, etc. That is probably the worst justification though, because what's the point of advertising hundreds of skills if only a small subset are actually useful and available only at the later stages of the game?
I loved the atmosphere, aside from a few examples of crappy dialogue by writers that came off as 6 year olds trying their hardest to write "mature" content (most notably in the Illuminati faction). I just couldn't enjoy the combat.
I had the same issue going to the second area from Kingsmouth. Re-rolled and tied all my active skills to my passives and created a "synergy" between them....i.e. if I had actives or passives that caused weaken, I would find other passives/actives that would increase my hit rate when hit by a weakened target. I would concentrate on evade gear and evade actives in order for my passive (when evade cause weakness and when evade increase hit and when evade cause extra damage)
It's not just putting a bunch of damage oriented skills out, it's not just putting +attack gear on but both at the same time. The idea is to build synergy through gear, active skills and passives, so that every action you make causes a ripple effect as a result of your other equipped skills.
When you get that setup, come back and tell us how you kill everything in sight and never die.
To be honest, I haven't been sub'd for a few months now. I plan on trying again early next year, after giving Funcom some time to work out some of the kinks.
That said, my build was pretty heavy on synergy, and I'm by no means new to the min/max mentality of creating a good character. I can't tell you off the top of my head what my build was, since it's been a while, but I know the issue wasn't at all one of survivability. I pretty much never died (aside from boredom), but I also didn't feel like I was doing a lot of damage either. It just felt like mobs had about 30% more health than they really needed, which meant fights would drag out 30% longer for no real reason. The fights weren't engaging or difficult; just long. It was also more of an issue on the single mob pulls, due to their overall toughness. Unfortunately, I couldn't walk 20 feet without having to deal with one such pull.
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New Feature:
Sourcehttp://www.thesecretworld.com/news/game_director_joel_bylos_reveals_his_plans_for_the_secret_world
TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development
I also saw this as well, Of course, Issue #4 has plenty of other content as well. We’re introducing the second auxiliary weapon – the Chainsaw. So Yes I knew we were going to be getting more stuff to grind out sp/aa on.
Reticule combat already have some of that with aoe,taos skills.
I don't know if you read that announcement before posting this, but... you nailed it. ~narrows eyes~ i'm watching you, lady -.-
======
Another thing we are working on which I am really excited about is what we internally like to call ‘puzzle raids’. One of the most heralded features of ‘The Secret World’ at launch were the investigation missions that merge adventure-game puzzle-solving based on real-world research and brings it into an MMO setting. ‘Puzzle raids’ are sort of group investigation missions and a throwback to our alternate reality gaming (ARG) roots which ‘The Secret World’ were such an important part of the game prior to launch.
As it stands right now Melee has the highest DPS in the game and you can use a melee build in about 95% boss fights, it just takes a lot of skill.
Someone is running claws/chaos hitting 3.5k dps(most ppl lucky to hit 2-2.5k with rdps) on dam charts and has cleared every NM boss doing so.
Adding in the option to use reticule combat is only a postive thing, especially since its OPTIONAL.
Mounts suck!
This game has a bright future ahead of it, the Tornquist debacle is unfortunate but lets not fool ourselves, he is only 1 dude, insignificant in the grand scheme of the game's development from here on.
Been playing since launch, in 10.4.0 gear, I enjoy the game more than when I started, I have over half my abilities and never get tired of trying new combinations for both dps/heal/tanking which I do all of in NM dungeons, something I never could do in WoW outside the realm of switching characters. :P
TSW is its own game, it has some similarities with whats out there but still stands on its own as a new experience for a MMORPG'r, just takes patience and learning to get into the late game.
Im excited for the 10 man NY Raid/Tokyo and whatever else is in the future.
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
No.
Can someone explaine what "reticule combat " is?
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Have you ever watched camera footage from a fighter plane. It that little reticule floating around to get target lock for the missile system. The reticule will be a target lock feature you can turn on and off.
Honestly its been done in other games and you will be able to turn it off and on in this one. I played space game like wing commander that had it.
So its basically a different way to get a target lock without clicking on the target.
Isnt that the combat that was highly critisized in SWG-NGE?
Thanks
<a href="http://www.danasoft.com"><img src="http://www.danasoft.com/sig/499105419258.jpg" border="0"></a><div style="font-family:arial,sans-serif;font-size:11px;"><p>Sign by Danasoft - <a href="http://www.danasoft.com">For Backgrounds and Layouts</a></p></div>
Yes it was becasue it was almost inposible to keep a target lock if you were ra ranged player in pvp.
It's a line they copied from Mortal Online.
They didn't say it.
http://forums.thesecretworld.com/showthread.php?t=59935&page=2
Yeah, I heard that a lot, and there might be some truth to it. I played an AR build, with some FIST hots thrown in. At first, it was mostly healing stuff, because I've always liked healing groups. Running through the first instance was fun, but killing mobs got really tedious, even in the first zone.
I figured it was just due to having a healing-heavy build, so I rand through all of the Kingsmouth quests again, and invested points into the combat sides of AR, and got gear related to damage instead of healing. The end result is it I didn't feel like I was killing stuff any faster. Even still, Kingsmouth was ok, even despite the slow combat speed, but it was the next zone that really made me quit. I'd spend 20 to 30 seconds spamming the same couple of buttons over and over again just to kill the single mob pulls. Group pulls were more fun, since I could use AoE abilites and maybe throw in a hot ot something.
So could it be that the AR line is just crap? Maybe so. At that stage of the game, it's not like the possible "builds" were all that varied though. I had a DPS focused build, and a healing build, neither of which seemed to make combat more fun.
Lastly, some people were telling me that it gets better and more fun at the end game because you have access to all the best skills and variety, etc. That is probably the worst justification though, because what's the point of advertising hundreds of skills if only a small subset are actually useful and available only at the later stages of the game?
I loved the atmosphere, aside from a few examples of crappy dialogue by writers that came off as 6 year olds trying their hardest to write "mature" content (most notably in the Illuminati faction). I just couldn't enjoy the combat.
You make me like charity
I had the same issue going to the second area from Kingsmouth. Re-rolled and tied all my active skills to my passives and created a "synergy" between them....i.e. if I had actives or passives that caused weaken, I would find other passives/actives that would increase my hit rate when hit by a weakened target. I would concentrate on evade gear and evade actives in order for my passive (when evade cause weakness and when evade increase hit and when evade cause extra damage)
It's not just putting a bunch of damage oriented skills out, it's not just putting +attack gear on but both at the same time. The idea is to build synergy through gear, active skills and passives, so that every action you make causes a ripple effect as a result of your other equipped skills.
When you get that setup, come back and tell us how you kill everything in sight and never die.
To be honest, I haven't been sub'd for a few months now. I plan on trying again early next year, after giving Funcom some time to work out some of the kinks.
That said, my build was pretty heavy on synergy, and I'm by no means new to the min/max mentality of creating a good character. I can't tell you off the top of my head what my build was, since it's been a while, but I know the issue wasn't at all one of survivability. I pretty much never died (aside from boredom), but I also didn't feel like I was doing a lot of damage either. It just felt like mobs had about 30% more health than they really needed, which meant fights would drag out 30% longer for no real reason. The fights weren't engaging or difficult; just long. It was also more of an issue on the single mob pulls, due to their overall toughness. Unfortunately, I couldn't walk 20 feet without having to deal with one such pull.
You make me like charity