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Old 10th July 2012, 9:47 PM   #166
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is it any good?
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Old 11th July 2012, 1:12 AM   #167
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is it any good?
Really liking it so far, but the question always is with MMO's will it have legs! This game has removed all interest in GW2 for me though.
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Old 11th July 2012, 1:36 AM   #168
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Really liking it so far, but the question always is with MMO's will it have legs! This game has removed all interest in GW2 for me though.
so tempted to buy a key and give it a play through.
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Old 11th July 2012, 8:22 AM   #169
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I bought it last night, still yet to play the game.
Server was offline for hours, so I couldn't download the game, and when they did come back up they are slow 200k/s on Ultimate Cable. so I've still got 14 hours to go.

Not overly impressed with the servers and speed, so lets hope the game was worth the $36 I paid for it (Though I did buy he Initiate Pack as well)
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Old 11th July 2012, 8:41 AM   #170
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Definitely worth it if you want something different, yet the same.

The theory crafting around a good build gradually comes into play as you go through the first zone and the potential is really good to be flexible in your roles.

Graphics are amazing. I went and bought a 670 as my 6950/70 wasn't cutting it at 1920/1200 on max. There are some jerky transitions sometimes, interior to exterior and when the time of day changes but it's entirely

Quests are standard fare but the world and story lend them depth and take away the feeling of repetitiveness. There are stealth and investigation quests which are a deviation from the norm. Investigation quests are great but you need lateral and literal thinking to solve them without spoilers.

Combat is interesting, there's enough trash mobs around the general location (in Kingsmouth) to make it mildly amusing to train them together and slaughter them with aoe. The skills feel good enough to enjoy smashing things but there's always a nagging feeling that 7 actives aren't quite enough. I've got 3 aoe's, one of which I also use as a single target attack due to it's aggro generation and the status affect it inflicts. I've got a ranged attack, a single target ranged taunt, a single target high damage attack and a defensive buff. I don't seem to need another attack but I could easily fit an 8th in there but 7 it is! It feels like it's lacking something, but then I generally feel that about most MMOs so it's nothing new. Essentially it's good enough to maintain enjoyment but it could be improved.
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Old 11th July 2012, 8:55 AM   #171
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Cool, well I'm waiting with baited breath for the download to finish..

So can anyone explain what Funcom points are for in game?
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Old 11th July 2012, 8:57 AM   #172
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Really liking it so far, but the question always is with MMO's will it have legs! This game has removed all interest in GW2 for me though.
I haven't played much PvP, but what I have played hasn't left me in awe anywhere near as much as PvE. Infact I was completely bored in Fusang, it was empty on a midday saturday.

Assuming I get to end-game (end of PvE) there will have to be some constant and remarkable content updates to keep me playing. Thats no reflection on the game, more on me as a gamer

I'm still keen on GW2, but for PvP and the fact there is no sub.
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Old 11th July 2012, 11:54 AM   #173
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Really liking it so far, but the question always is with MMO's will it have legs! This game has removed all interest in GW2 for me though.
Wow it did the opposite for me. I lost all interest in TSW and decided to wait for GW2 after playing both betas.
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Old 11th July 2012, 1:11 PM   #174
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Yeh I was underwealmed by the beta, but since I pre-ordered I gave the retail release a go and I'm finding it a lot more enjoyable experience. Game seems a bit smoother and the combat animations have been improved. Have had 1 broken quest so far (something wicked, which breaks for a lot of people), but otherwise I'm having fun. I enjoy the modern setting, and they have captured the spooky feeling of the world really well.

I agree with Rubberband, having only 7 active spells seems a bit restrictive, and a lot of the combat is build 5 resources use finisher type, but the questing and story makes up for the slightly bland combat.

They have a beta armory type webpage if anyones interested in looking at other peoples builds here.
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Old 11th July 2012, 1:40 PM   #175
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Wow it did the opposite for me. I lost all interest in TSW and decided to wait for GW2 after playing both betas.
Having played in the GW2 beta I was impressed by the way in GW2 you didn't have to pickup quests and everyone that was there got credit, you appear to also sometimes get credit by being "around" in TSW also. The quests in TSW are so much more interesting and varied though. The PVP in GW2 was average IMO, TSW combat is similar but gets far more cred for the fact you can build a million different ways and aren't restricted by classes. TSW also now has The Chronicle which has basic stat tracking at present (it's in beta atm) but is being expanded.

For me the general setting and graphics of TSW absolutely hands down destroys GW2. I was a little concerned about the longevity of TSW (like any MMO) but after todays game director update I'm much less concerned.
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Old 11th July 2012, 1:46 PM   #176
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...and aren't restricted by classes.
having gear restricted by certain skills and attributes for a specific purpose is the same as class restrictions.

It's a little unfair to suggest that TSW has better graphics when the art direction is completely different.
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Old 11th July 2012, 1:56 PM   #177
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Must admit, the quest log is rather annoying however. But, again, it's compensated.

To save a click, here's a summary of the State of the Game.

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We're going to be releasing fresh and tasty new content FREE to our subscribers on a regular, monthly basis. The first update is due on Tuesday, July 31st, and we will be releasing more details about that particular update later this week -- including a couple of fun surprises. (You're going to love it.

So what will these updates contain? I'm glad you asked! I won't spoil too much, but here's an overview of some of the things we have in the pipelines:
  • Mission packs on a monthly basis! The first few packs will contain new investigations for every adventure zone in the game -- but we also have more action and sabotage missions planned for the near future. These missions will feature fully voiced cut-scenes and new media pop-ups, and will match the quality of the missions currently in the game
  • New weapons! We will be announcing our first auxiliary weapon soon (one clue: bigger, slower, more explosions) and new auxiliary weapons will be released on a regular basis. Combat in The Secret World will continue to evolve, and it will pay to expand your character in multiple directions!
  • Raids! We're well into production on our first raid, and there will be more information about that in August! But as a teaser: The Big Apple will never be the same
  • We've already announced our plans for expanding and improving character customisation: The Modern Prometheus and Ockham's Razor are opening in New York and London respectively in August, Execution later this year in Seoul. Pangaea in London will receive new stock, and we will add more accessories and clothing as rewards for both achievements and missions
  • Chronicle has entered public beta, and we'll keep enhancing and growing that service according to player needs and wishes! Our intent is for Chronicle to become a living, breathing community in itself, and a place where players will go to measure and compare themselves against others, to check out the profiles of their co-players and rivals, and -- in the long run -- to become a living chronicle (zing!) of their player characters
  • We have a player-versus-player dungeon in the early stages of planning -- in a brand new geographical area. More on this later this year!
  • And speaking of dungeons, we're also working on a dungeon finder tool, allowing players to more easily put together a team to handle the instanced content
  • Seasonal events won't go unnoticed in the secret world, and both Halloween and the Winter Solstice are important milestones for those who dabble (and dive deep into) the occult. Expect plenty of content to tie into both events -- including new missions, new characters, new monsters and some twists and turns that will keep players on their toes
  • We're in production on two large, new and incredibly exciting adventure zones -- both of which will be announced in August. New geographical regions, new characters, new missions, new drops, new challenges, new monsters, new lore that will carry the story past its first act and into its thrilling and shocking second act!
  • Improved cabal functionality is on the drawing board and will be seeing improvements later this year

And we're not forgetting about our social players! We have some cool functionality tied to the Albion in London coming up very soon, allowing role-players and would-be thespians to spread their wings
Pets will be updated and upgraded as we go along! More pets, better pets, and some cool surprises in store for pet owners!

And last but certainly not least: Combat will receive constant polish and tweaks to make things look and feel better. Keep an eye out for more revisions to our effects and animations this autumn -- and the inclusion of auxiliary weapons will make combat even more exciting!
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Old 11th July 2012, 2:32 PM   #178
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having gear restricted by certain skills and attributes for a specific purpose is the same as class restrictions.
It's completely different. Sure ACTIVE abilities are restricted by the two weapons I'm holding (passives are not restricted at all) but if I want to switch weapon types I don't have to reroll a different class altogether.

Quote:
It's a little unfair to suggest that TSW has better graphics when the art direction is completely different.
It's very easy, put them side by side, no comparison whatsoever.
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Old 11th July 2012, 3:03 PM   #179
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It's completely different. Sure ACTIVE abilities are restricted by the two weapons I'm holding (passives are not restricted at all) but if I want to switch weapon types I don't have to reroll a different class altogether.

It's very easy, put them side by side, no comparison whatsoever.
Totally agree; I have both and whilst GW2 may not have enabled all the gfx features it still a way from Secret World. I spent enough time sloshing around in GW2 to not even notice the detail on the stones near the water whereas I had to stop and admire the them in TSW.

I guess it depends on your gfx card and settings. I've enabled most of the performance features in the control panel of my 670 as well as maxed TSW.
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Old 11th July 2012, 6:51 PM   #180
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It's completely different. Sure ACTIVE abilities are restricted by the two weapons I'm holding (passives are not restricted at all) but if I want to switch weapon types I don't have to reroll a different class altogether.
Yeah, a lot of people seem to misunderstand the skill system.

Most of the interesting builds use skills from 3 or 4 different weapon sets, you aren't locked in to certain sets by the weapons you currently have equipped. The restrictions that do exist are obvious, you can't shoot bullets from a hammer for example, but otherwise you have free reign to use abilities from wherever.

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So can anyone explain what Funcom points are for in game?
You can use them to buy clothing items, character titles or fun items (like fireworks).

Clothing has no impact on gameplay its just for aesthetics. There are also loads of purchasable clothes and unlockable outfits in the game itself without using funcom points.
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