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When a new MMO launches, sometimes it seems like the “new player experience” wasn’t very high on the priority list for some developers. Which, in the grand scheme of things, makes sense to a certain degree. While every player starts at the bottom and has to go through the new player experience at least once, the reality is that the vast majority of gameplay takes place once a character has reached max-level, otherwise known as the “end game.”
Read more of David Jagneaux's The Secret World: Enhanced New Player Experience First Impressions.
Comments
ok.
i will give it another go....
Just my 2 cents...
U nailed it.
"there is no mmo like it." Out there atm.
I too gave it another go and, while the character creation is still as painfully limited as before, especially when comparing to the sister-game Age of Conan, I noticed quite few changes which helped in explaining the more unconventional mechanics of the game. Plus, the item shop has loads of great stuff - my dirty pleasure.
Might actually play this properly now. If only there weren't so many great games and so little time.
They should really try harder to steer new players toward decks, as weapons and their strengths/weaknesses are a bit arbitrary. No new player would think to grab a sword for healing or a shotgun for crowd control, for example. At least the new description cards help out on that front.
I hadn't touched this game for a total of 15 minutes over the last year until this release. Now I'm playing the bejeezus out of it. Combat still isn't great, but the changes have made it so it doesn't get in the way of the awesome missions this game has to offer.
Still have a love-hate relationship with this game. I like the mechanics used, but I hate how they've been implemented (could be way better - see comments about clunky combat above). I'm also no real zombie lover (think I'm too old for that hype), and so far all I see are zombies.
Anyhow, I have installed it again early this week and played a couple of hours and it looks to be more smooth now than last time I played. Also gotta say that the server I'm on (Cerberus) is still well populated...
FunCom has done an excellent job with the improving the explanation of the two weapons/builders/finishers. Thinning out some of the mob density and reducing their health likely will help with new players. Personally I liked the challenge/difficulty, but at launch really didn't understand SP/AP allocation; Faction rank versus Quality Level; builders/finishers, etc. So I'm hoping they haven't made it to easy as TSW is not a game to rush through.
I'm hoping the next pass will explain the need for different builds. You need a survival build (unless you are ALWAYS in a group) for running missions - which is enough health, some type of self heal along with some hit/pen dps. Versus if you are dungeon running and can develop more of a trinity (tank, heal, dps) build.
The one thing I don't like is the EF (Effusion Rating), it's not complete at this point, and I feel it will add more confusion for new players coming from gear score type games. They will not understand the Talismans and why you need certain stats if you're just comparing based on the EF rating.
As a lifer, TSW is one of the only original type games out there, with an excellent dev team (15 min or less ingame support!); fanatastic story and NPCs and a truly supportive community.
If you are new/returning. Join #Sanctuary channel in game. Player run support for player questions, help. That and the TSW forum. The "troll factor" is very low both on the TSW forum and ingame chat for questions.
Proud member of Hammerfist Clan Gaming Community.
Currently playing: RIFT, EQ2, WoW, LoTRO
Retired: Warhammer, AoC, EQ
Waiting: SWToR & GW2
Death is nothing to us, since when we are, Death has not come, and when death has come, we are not.
Might have to give this another look but currently playing Wildstar for the first time and enjoying myself... Should be able to find some extra time to squeeze a look in...
I'm not meaning to troll anyone, I love this game, am a GM sub, and think combat is fantastic, I'm just curious about the specifics of why it gets so much hate.
Agree with Tammerlane, folks say the Combat is clunky etc.. Not sure what they mean. I presently play WOW, Archeage, Everquest 2, Wildstar , The Old Republic and TSW and find Wildstar more clunky than the others. Of course I like Tab targeting in an MMO and do not care for the combat in games like DC Universe or Defiance. If I wanted to play console style combat, I would play on a console.
MorBlade
It has been gone over ad nauseum in other threads. I suspect those threads are in TSW's folder; have a look.
For me, TTK, overly fast respawns, and density were major issues which led to spending precious minutes of game time just shaking off mobs on my way to an unrelated leg of a mission.
Those are all things they addressed in the latest patch, and as a result, I'm playing regularly when before I was not. And yep, I've actually bought stuff as a result. Might even buy Tokyo now that it's on special.
As far as weapon synergies are concerned, the game is no more difficult or deep than any other game I've played. Attack types, conditions, and conditional damage/debuffs when those conditions are triggered(and passives that augment them) are in pretty much every MMORPG I've played in the past 10 years. Though it is a game in which it's much more possible to make bad decisions.
The complaints have been explained countless times and typically include the animations (they were quite poor along with having the upper torso twisting independently from the legs for an awkward appearance. There has been improvements I know so some claims may be outdated to some degree at least), combat feel (possibly improved by I still hear complaints), limited keybinds and the builder mechanic which forces players into the 1,1,1,1,2 button mashing many hate.
Some may accept these issues and of course seen the improvements since when it launched and can live with the system. To others much of this cannot be overcome unless a complete change to the core system is made. Little to none of the complaints are about learning how it works (it isn't complicated really or else players haven't played actual complicated games).
Combat has been my main complaint. I played a rogue for years in other games which seemed to think they could only ever be made by builder/finisher mechanics. I'm tired of it and sure as hell don't want it on every damn build in game. I have however decided to give it another go to see the new changes and update my opinion which must be done or else opinions become outdated (something far too many here fail to do by trolling 2+ year old mmo threads with their beta opinions). Luckily a build I want to try enjoys options to limit the builder mechanic anyway.
You stay sassy!
Un-responsive dodging. I dodge, still get dead
The two types of monsters. The ones that kill you in 4 hits and the ones that you kill in 4 hits. There is no in-between... Ok that is an exaggeration, but that's how it felt at to me. Your gear is either above=overpowering or below=insta-death