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Why isn't the Secret World more popular?

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  • holdenhamletholdenhamlet Member EpicPosts: 3,772
    I always meant to try it, but many people said the combat is bad.  Engaging combat is the #1 thing I look for in video games.
  • ArclanArclan Member UncommonPosts: 1,550
    Was watching TSW during development.  But I was sick of games that didn't deliver, so when it released, I checked opinions, and they were mixed; citing odd combat animations, among other things.  So I never pulled the trigger to buy.

    Luckily, i don't need you to like me to enjoy video games. -nariusseldon.
    In F2P I think it's more a case of the game's trying to play the player's. -laserit

  • ceratop001ceratop001 Member RarePosts: 1,594
    For some reason I have never tried the game, which is remarkable to me. I've tried about everything except for this game. I think the whole concept just tells my brain no. Why? I have no clue.
     
  • DeivosDeivos Member EpicPosts: 3,692
    Tried the game and came back to it on multiple occasions.

    It just never really caught my interest. There were details that simply bugged me (like the weapons ranges and some AI behavior/pathing), issues with combat (limited core set of effects/options rendering much of the wheel pretty samey), the engine the game was built on was "meh" to me at best and had a lot of bugs, and honestly I never found the quests engaging. I like puzzles, but I didn't find the ones in the game particularly interesting or hard, especially when many were of the sort you could simply headbutt (click until something works) your way through if you didn't wanna think too much.

    So it didn't actually engage me much as a whole.

    The thing I did like in it was collecting clothes. Invariably if I got bored doing stuff I would eventually migrate to wherever I could collect new items to make another wardrobe set out of. :p

    "The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay

    "The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin

  • QuarterStackQuarterStack Member RarePosts: 546
    edited June 2016
    GladDog said:

    So there you go.  My answers for why I will not buy TSW, and why Funcom is a company that will never see another nickel of my money.
    Fair enough. It wasn't the game for you.

    You do seem to have taken it very personally that their previous games didn't meet your expectations. I mean, saying "fool me once, shame on me..." comes across as though you feel personally slighted, like Funcom deliberately set out to deceive you or something. I'd hope that's not the case, but that's how it comes across.

    But again, fair enough.. you aren't a Funcom fan. Thanks for taking the time to elaborate. It puts you in very limited company where TSW is concerned.

    P.S. My post, which you replied to, wasn't targeting you personally. Comments like what I cited have been made by many people, for many months - hell, years at this point. I find it notable with this game in particular, because for as many people as there are who say "the game is bad", or "the combat is bad", or some variation thereof, very few give any kind of example of why they didn't like it, what aspects of it, etc, from first-hand experience. In a number of cases, when directly asked for examples in good faith (and I've tried), they can't provide anyway. Despite being totally outspoken on their dislike of the game up to that point, they go mute when asked to elaborate. Or, in some cases, they get really defensive and start attacking you personally (again, personal experience).
    Post edited by QuarterStack on
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  • monochrome19monochrome19 Member UncommonPosts: 723
    I've been wanting to play this game forever. I tried to trial and was utterly let down. Aw well.
  • Gobstopper3DGobstopper3D Member RarePosts: 970
    I'm currently playing the 10 day trial and so far I'm liking it.  This is the first MMO is the first mmo I have played since last year.  It's different, which I like and I don't think the combat is all that bad or the animations either.  I have seen much worse in games that are more popular.

    Once the trial is up I will most likely buy the game and stick with it for awhile.  There is nothing out that I'm remotely interested in or nothing slated to be released this year that has peeked my interest, so I will stick around awhile.

    I'm not an IT Specialist, Game Developer, or Clairvoyant in real life, but like others on here, I play one on the internet.

  • QuarterStackQuarterStack Member RarePosts: 546
    I'm currently playing the 10 day trial and so far I'm liking it.  This is the first MMO is the first mmo I have played since last year.  It's different, which I like and I don't think the combat is all that bad or the animations either.  I have seen much worse in games that are more popular.

    Once the trial is up I will most likely buy the game and stick with it for awhile.  There is nothing out that I'm remotely interested in or nothing slated to be released this year that has peeked my interest, so I will stick around awhile.
    Nice! Which Secret Society did you choose? If you're Templar, there's a good Cabal I can recommend.
  • Po_ggPo_gg Member EpicPosts: 5,749
    Not starting a new thread for it (as usual, being lazy ftw :lol: ), Museum and the Elite revamp just went live, the maintenance finished a bit earlier as planned.

    Frontpage for it  http://www.thesecretworld.com/news/welcome_to_the_museum_of_the_occult
    Detailed post about the revamped Elites: https://forums.thesecretworld.com/showthread.php?96441-Issue-15-The-Sleuth-s-Gallery-Game-Update-1-15&goto=newpost
  • Little-BootLittle-Boot Member UncommonPosts: 158
    Because it isn't all that good.
  • QuarterStackQuarterStack Member RarePosts: 546
    Came across this article and felt it was too relevant not to share here. It discusses exactly what I was talking about in previous posts, points out the same observations I've made, but goes into more detail about it.



  • RudedawgCDNRudedawgCDN Member UncommonPosts: 507

    I LOVED the game; hated the combat.

    Combat was slow and boring.

    I also hated that you couldn't respec and try different builds.

  • QuarterStackQuarterStack Member RarePosts: 546
    edited June 2016

    I LOVED the game; hated the combat.

    Combat was slow and boring.

    I also hated that you couldn't respec and try different builds.

    Umm.. You sure you're talking about the right game?

    TSW's entire system is built around the ability to switch weapons and/or builds (decks). Then, you can switch between them on the fly (except during combat), as the situation requires. This video discusses and demonstrates it.

    Or, was your post sarcasm, and my detector just isn't working correctly? If not, then you've unwittingly provided another example of how people that criticize the game's combat - in particular - rarely seem to even understand how it works, or how flexible it actually is.

  • Octagon7711Octagon7711 Member LegendaryPosts: 9,004
    Great quest lines.  Great graphics.  Good concept of using internet to find answers for quests for some missions.  Great secret societies theme.  

    Combat is stiff and feels off to me.  Characters will freeze with stiff arms after combat a problem that's persisted from launch and while small is highly annoying.  At higher levels mobs are packed in to close together, which is funny because the tool tips suggest kiting mobs, which you can't do without running into greater numbers of them.  They say there's no levels in this game but the system uses your weapon level to rate you against mobs, which is a leveling system.   Game has a huge skills tree with a lot of good skills nerfed over time.  A lot of this stuff doesn't bother people but the game could have been so much better and I do go back to play it from time to time for short periods.

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • JJ82JJ82 Member UncommonPosts: 1,258

    But neither of these issues imo ruin the game..

    So why isn't this game more popular???

    They are only 2 of the reasons why people dont play the game. The biggest factor is FUNCOM. They have piss poor communication, they take forever to fix issues and they dont update where the games are lacking often.

    Funcom is great when it comes to ideas, they have never been able to live up to fulfilling them however and it can be seen in all thier MMOs.

    Anarchy Online, had amazing potential, it took them almost 1 1/2 years just to make the game playable and another 4 years just to start taking advantage of most of the aspects of the game.

    Conan...first 20 levels are still the best 20 in MMORPG history...the rest is below average. The game has never come close to meeting its potential and they never worked on key parts of the game that was lacking, like SEIGES which was a major selling point.

    In other words, the biggest problem with Secret World is the game makers.

    "People who tell you you’re awesome are useless. No, dangerous.

    They are worse than useless because you want to believe them. They will defend you against critiques that are valid. They will seduce you into believing you are done learning, or into thinking that your work is better than it actually is." ~Raph Koster
    http://www.raphkoster.com/2013/10/14/on-getting-criticism/

  • QuarterStackQuarterStack Member RarePosts: 546
    edited June 2016
    Great quest lines.  Great graphics.  Good concept of using internet to find answers for quests for some missions.  Great secret societies theme. 

    Agreed on all.

    ------------------------------------

    Combat is stiff and feels off to me.  Characters will freeze with stiff arms after combat a problem that's persisted from launch and while small is highly annoying.

    I'm not sure what you're referring to here? You mean how they return to their "attack stance"? That's not a "problem", that's how they stand while in combat. You may not like how it looks, and that's fine, but it's  not a  "persistent problem".

    At higher levels mobs are packed in to close together, which is funny because the tool tips suggest kiting mobs, which you can't do without running into greater numbers of them.

    This seems a bit disingenuous. Suggesting to kite mobs is a general suggestion of something to try/consider. It's not an indication that every situation will favor kiting, especially in TSW, where nearly everything about combat is situational.

    -----------------------


    They say there's no levels in this game but the system uses your weapon level to rate you against mobs, which is a leveling system.

    Ehh... I see what you're getting at. Problem is, you have to grossly over-simplify, or ignore most of TSW's progression system to reach that conclusion.

    First, when FC says "no levels", they mean no levels as in - "I'm level 10, I can use level 10 weapons and armor, have access to level 10 skills, and can safely level on mobs in level ~10 areas, like every other level 10 player around me", as it is in strictly level-based MMOs. In the standard theme-park MMO, your character's level is definitive in multiple ways.

    TSW's system is not nearly so linear or direct. Not even close.

    Rather, it's a multi-faceted progression system, combining a number of different elements, which depend on a number of factors.

    First, your progrerssion in one weapon line has no bearing on your capability in another. Having QL10.6 purples for Assault Rifle and Blood, means nothing if you're using QL1 Blade and Shotgun. Suddenly, asking "what level are you?" is not nearly so straight forward. Your QL with your given weapon(s) is just one important part of your character's progression which blurs the idea of "levels".

    Next, Talismans have a significant impact on how well a player performs in a given situation. Someone with QL10 talismans slotted, but using QL1 weapons is going to be cutting down and surviving encounters someone using QL1 weapons and QL1 talismans couldn't hope to survive. Talismans are another important part of progression, and further blur the idea of "levels".

    Third, what of your skill wheel? What abilities have you unlocked? Are you using any of the outer ring, or are you still using the relatively weaker "starting skils" from the inner ring? Do you have access to other weapon's passives that bolster your current weapon set? That also makes a huge difference, as the more of the wheel you unlock, the more abilities you have to create a build from, and the more potent they can  be. This can not be overstated, as the difference between dying repeatedly or surviving an encounter can come down to what skills you have slotted. Swapping weaker abilities with better ones can turn a lost cause into a victory.

    I can say that from direct personal experience, as I had that exact thing happen to me just last night. I kept dying to one encounter in Savage Coast which, theoretically, I should have been able to manage with the QL of my Talismans and Weapons. I looked at my build, saw some places I could make improvements, swapped out a few actives and passives and, voila... cleared that same encounter almost effortlessly on the next attempt. Thus, the Skill wheel is also an important part of character progression, and even further blurs the idea of "levels".

    All that considered, trying to determine what "level" your character is based on their weapon skill/tier, per your assertion is, well... wrong. It's a gross over-simplification, at best.

    So, in fact, Funcom is correct when they say TSW does not have levels.

    --------------------------------------


      Game has a huge skills tree with a lot of good skills nerfed over time. 

    Now you're just grasping at straws, looking for nits to pick.

    Skill balancing (nerfs or buffs) is a fact of life in MMORPGs, or *any* MMO. Hell, even single-player games can have skills adjusted/balanced via updates/patches. This is nothing new, nor unique to TSW.

    So, come on... citing that as a problem, as though it's somehow unique to TSW and not typical in the genre, is just, well.. again, grasping at straws.


    Post edited by QuarterStack on
  • GladDogGladDog Member RarePosts: 1,097
    GladDog said:

    So there you go.  My answers for why I will not buy TSW, and why Funcom is a company that will never see another nickel of my money.
    Fair enough. It wasn't the game for you.

    You do seem to have taken it very personally that their previous games didn't meet your expectations. I mean, saying "fool me once, shame on me..." comes across as though you feel personally slighted, like Funcom deliberately set out to deceive you or something. I'd hope that's not the case, but that's how it comes across.

    But again, fair enough.. you aren't a Funcom fan. Thanks for taking the time to elaborate. It puts you in very limited company where TSW is concerned.

    P.S. My post, which you replied to, wasn't targeting you personally. Comments like what I cited have been made by many people, for many months - hell, years at this point. I find it notable with this game in particular, because for as many people as there are who say "the game is bad", or "the combat is bad", or some variation thereof, very few give any kind of example of why they didn't like it, what aspects of it, etc, from first-hand experience. In a number of cases, when directly asked for examples in good faith (and I've tried), they can't provide anyway. Despite being totally outspoken on their dislike of the game up to that point, they go mute when asked to elaborate. Or, in some cases, they get really defensive and start attacking you personally (again, personal experience).
    I rarely take this stuff personally any more.  Honestly, I prefer debate to arguing.  I really did not want to elaborate on why I did not want to try TSW, tried it anyway, and didn't care for it.  I thought it would sound like whining.

    As I posted, I was very, very involved in the testing of Age of Conan.  I was a very early alpha tester, and reported oodles of bugs.  I loved the graphics, and was quite vocal about trying to get the melee animation more professional.  I tested all of the way through from early alpha to release.  I liked the game, and bought two copies, a Collectors edition (I still have the Conan statue on my desk) and a deluxe.  I paid for a one year bundle sub.  Altogether, not counting the hundreds of hours of testing, I spent USD $257 on the game.  If I had played 8 months, I would have broken even on the sub. 

    But Funcom let all of us fans down, not fixing the bugs very quickly at all, and every time we figured out a raid, they changed it.  One raid changed four times for no apparent reason, other than they thought it was too easy, I guess... and the lack of high level content was appalling.  Finally Funcom fired the game director, although they made it look like he resigned.  All of us players were sitting on the edge of our seats to see what they were going to do to fix AoC, especially the content and the raids.  And what did they do?  They announced that most of Funcom's resources were going to be used to develop TSW.  After another month of ABSOLUTELY NOTHING getting fixed, and the 400 member PvP guild I was in disbanding, and the 1000 member PvE guild I was in falling to less than 20 actives, I realized it was all over.  So six months after the game released, and realizing that Funcom was in essence abandoning a game that sold nearly 3 million copies, I abandoned them.

    I read that they added an expansion or two, but I was so very very let down about how Funcom dealt with some very loyal fans.  I saw zero reason to give them any more money.  So I went back to CoH, and never looked back.


    The world is going to the dogs, which is just how I planned it!


  • QuarterStackQuarterStack Member RarePosts: 546
    edited June 2016
    GladDog said:

    As I posted, I was very, very involved in the testing of Age of Conan.  I was a very early alpha tester, and reported oodles of bugs.  I loved the graphics, and was quite vocal about trying to get the melee animation more professional.  I tested all of the way through from early alpha to release.  I liked the game, and bought two copies, a Collectors edition (I still have the Conan statue on my desk) and a deluxe.  I paid for a one year bundle sub.  Altogether, not counting the hundreds of hours of testing, I spent USD $257 on the game.  If I had played 8 months, I would have broken even on the sub. 

    See, you say you rarely take things personally anymore, and that may be so in other situations, but it definitely doesn't seem so here. That paragraph comes across very much like you feel you were slighted; as though FC deliberately set out to disappoint you.

    You go on to further underscore that tone, while committing the fallacy of appealing to popularity with this bit here:

    But Funcom let all of us fans down, not fixing the bugs very quickly at all, and every time we figured out a raid, they changed it.  One raid changed four times for no apparent reason, other than they thought it was too easy, I guess... and the lack of high level content was appalling. 

    But they didn't let all the fans down. They certainly let *you* down. For sure others were disappointed as well. However, there are fans who enjoyed the game and continued to play it, from that point and on into launch, with a number of them still playing to this day (I was in a guild with a number of such people). That's not to mention those who've come along since.

    And again, saying "every time we figured a raid they changed it" - there's this tone of "they did it deliberately to screw us". There's a very palpable "victim" theme woven throughout your comments. Hell, even when you cite a very likely reason for them adjusting a raid (they thought it was too easy), you still undermine it by saying they "changed it for no apparent reason". Well, would a raid being easier than intended not be a valid reason to adjust it?

    --------------------------------

    Finally Funcom fired the game director, although they made it look like he resigned.

    -record scratch-
    Please provide actual, valid and verifiable proof of that. Else, that's a non-starter.

    -----------------------------------

    All of us players were sitting on the edge of our seats to see what they were going to do to fix AoC, especially the content and the raids.  And what did they do?  They announced that most of Funcom's resources were going to be used to develop TSW.  After another month of ABSOLUTELY NOTHING getting fixed, and the 400 member PvP guild I was in disbanding, and the 1000 member PvE guild I was in falling to less than 20 actives, I realized it was all over.  So six months after the game released, and realizing that Funcom was in essence abandoning a game that sold nearly 3 million copies, I abandoned them.

    Again, you are clearly  still taking it very personally, and with that paragraph, I think I see why. The bit about most of FC's resources going to work on TSW. That's it right there in a nutshell, isn't it? In your mind, they should have poured those resources into your game, AoC, but they didn't, and you perceived that as an injustice to you.

    Here's something interesting to consider: Many Anarchy Online fans felt exactly the same way when they saw a lot of FC's resources going toward developing AoC, instead of putting it into improving AO.

    Here's some more examples to chew on and, hopefully, give some perspective:

    When Square Enix first set about developing FFXIV, many vets of FFXI were upset and felt betrayed because they felt those resources should have gone to further expanding and improving FFXI instead. They'd stuck with FFXI for many years, and felt those resources should have gone into the existing MMO, rather than creating a new one. Yet, SE pushed forward with developing XIV, giving it more resources than XI was getting. 

    After FFXIV 1.0 crashed and burned  (worse even than AO and AoC), they pulled a ton of staff and resources from other projects to work on A Realm Reborn, which inevitably set some of those projects back - upsetting many people who couldn't care less about FFXIV, but wanted to see those other titles released.  Still, SE pushed on pouring a *ton* of resources into rebuilding FFXIV as 'A Realm Reborn'.

    Once SE reached the point where they felt FFXIV 2.0 (A Realm Reborn) was going to be okay, and they'd earned back players' trust, they began to pull resources away to work on other projects, with one of the biggest being FFXV. You know what happened to FFXIV? The updates became smaller, each with fewer new features, and less new content, and more stuff being recycled instead. The pace they'd promised they would keep, and had through 2.0's cycle, suddenly became untenable. And believe me, that change in output has been very obvious in-game.

    AC1 fans felt the same about AC2's development.

    EQ1 fans felt the same about EQ2's, and even EQN's development.

    The point is... it's nothing personal. It's business. You don't have to be happy about it, but you should at least endeavor to be more level-headed about it, and stop regarding it as "something FC did to you". At the very least, you should maybe avoid FC-related forums, because it's clearly not a positive experience for you.



    Post edited by QuarterStack on
  • ArchlyteArchlyte Member RarePosts: 1,405
    I didn't like the combat or character models, but in the end what killed it for me was a depressing and confused setting. After a while the dark setting just started to lose its luster. Only so much death and misery before it becomes boring. 

    The quests were amazing though. 
    MMORPG players are often like Hobbits: They don't like Adventures
  • QuarterStackQuarterStack Member RarePosts: 546
    edited June 2016
    Archlyte said:
    I didn't like the combat or character models, but in the end what killed it for me was a depressing and confused setting. After a while the dark setting just started to lose its luster. Only so much death and misery before it becomes boring. 

    The quests were amazing though. 
    What do you mean by "confused setting"?
  • djangohdjangoh Member UncommonPosts: 11
    Archlyte said:
    I didn't like the combat or character models, but in the end what killed it for me was a depressing and confused setting. After a while the dark setting just started to lose its luster. Only so much death and misery before it becomes boring. 

    The quests were amazing though. 
    What do you mean by "confused setting"?
    Is it a horror game or a superhero game or a sci fi game or a fantasy game? It can never decide.
    Why can't it be all of them?
  • djangohdjangoh Member UncommonPosts: 11
    edited June 2016
    Warzod said:

    This thread was awesome. Thank you. Like 5 of us at the office read this entire thing over lunch and had a great laugh. Some of the best repeat responses:

    It's not fantasy and players are more confortable with those kinds of games.

    What does that say about gamers when they are more comfortable with a world surrounded by elves and plate mail than cars, computers, and guns... you know, real life... outside.

    The quests were boring and after you figure out the puzzle why would you ever do it again

    True, much better that quests be collect 15 frozen elf farts or kill 50 Snarflblats that are ravaging our kingdom because they are not boring or repetitive at all.

    The game should just have been a Google search

    Sure, because I don't know maybe figuring out the puzzles never occurred to the devs? No one asked anyone to Google the answers. Yes, there were a couple that used the web as part of the ARG but they were few and they were not Google.

    The game was boooooring

    OMG I haz ta reed? Yes, the pace was slower but then again, in a market where games where all you have to do is tap the screen repeatedly are hugely popular. Tink, reed, wak sumplase? Ain't no wun gotz timz fo dat!

    Combat sucked, the wheel was stupid, no options

    I... don't know where to begin on this one. Combat was so bad that several other games have actually used their ground telegraph, dodge mechanics while most MMOs you just stand there and run the same animations over and over. The Wheel was immense and offered countless possible builds and options. What I bet happened was someone got to Egypt and found out there super DPS build couldn't solo and flipped their table.

    Now I played TSW from launch until around the time when Byblos or whatever his name was took over and turned the entire game into his own perverted S&M sex cash shop farm but prior to that this was one of the most unique and potentially brilliant games to date. It was nothing like what was out there and THAT is why it was not more popular.

    I have watched the industry for years and there is one universal truth. Players will forever bitch and complain about the fact that no one ever does anything different yet will immediately crap on anything that is because it isn't more like what they are already playing.


    infinite +1s for this guy If I could give more I would.
  • TheodwulfTheodwulf Member UncommonPosts: 311
    I never tried it as I have no interest in the setting. The setting matters.
  • CyraelCyrael Member UncommonPosts: 239
    edited June 2016
    I loved TSW, its story, setting, and atmosphere are quite possibly the best in the genre. However, there is one thing that kills the game for me.

    Once you've completed all the quests and maxed out your skills, there's only two things to do: grind dungeons or PVP. The combat is too stiff and poorly animated to make PVP enjoyable, and I will never, ever do another dungeon/gear grind. Ain't happening.

    There's simply not enough non-combat gameplay in the game. The crafting system is innovative but terrible. The only gathering activity is unlocking clothing options. There's not really anything to do outside of dungeons, quests, and pvp.

    Disclaimer: I haven't played the game in over a year and a half, so maybe that's changed.
    Post edited by Cyrael on
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