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Did anybody get the Secret World beta this weekend?


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#51
deuce985

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LTD wrote...

Just curious, what was it in Beta you disliked?


Same MMO grind, not enough to separate itself from other MMOs. The small things that are innovative, like the mystery solving, is great. Still, the rest of the game just falls back into that traditional MMO mold and I'm tired of it. No matter what coat of paint they try to put on top of that questing, it's still ugly. It's still the same thing. Guild Wars 2 looks like a game that's actually trying some big new innovative things. Especially their questing, which we spend a ton of time doing.

Also, the beta was SUPER buggy. It seemed like every corner I turned I kept running into bugs...

I know betas are to fix things but if your game plays like it's in alpha form right before launch, that's not a good sign lol. It's one of those games I definitely wouldn't spend $60 on day 1. I'd at least let them iron all the problems out for a few months and watch the price tank.

Modifié par deuce985, 01 juillet 2012 - 05:57 .


#52
LTD

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Big deal for me is the amount of mystery solving available. If we speak of..what, 20-40 hours worth of nuts to crack, I'm utterly sold. It felt so unique, rewarding and welcome that I can easily forgive few dozen bear arses worth of TOR questing along the side. Give me bad instances, terrible questing, dysfunctional end game! I care none of this crap as long as there are good mysteries to solve.

Based on my 1st impressions, TSW's mysteries challenge player in ways people sticking with AA and AAA releases have literally never experienced. With this in mind,I think it is touch unfair to call it " the same old  thing" :P
I just fear the mysteries are an illusion  that vanishes from game as soon as you depart the starting area. That's why I'm pretty eager to hear some sort of a confirmation regarding just how much of this stuff they have implemented.

I only got to play it around 5 hours but don't recall running into any bugs whatsoever.

It's funny how perfectly opposing our views are:p You find TSW's attempt to bring fresh air old and dull; I thought GW2 offers nothing but spawn-based questing of Ultima freaking Online. To me it feels like GW2 tries to be innovative by re-introducing the Jurassic era of MMOs. I felt most of their mechanisms are  things WoW questing we all are so tired of originally evolved from...
..Still, not saying it were a bad or doomed approach by default! Some of the old dinosaurs are pretty awesome.  Ie, I'm currently playing Ultima Online and enjoying it approx 20 times more than I ever did of TOR. VBut yeah,  it looks like most of GW2's main selling points make a rare, perfect example of what " Anti-innovative" could mean.=]

Modifié par LTD, 01 juillet 2012 - 06:56 .


#53
Guest_Fuinris_*

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LTD wrote...

Anyone know how many "mystery" quests the game has, total?


I played two betaweekends and the first two days of early launch, so got only to the second zone. Both have about 5 Investigation quests. Two of them will give you a headache while doing them and a good feeling when you've done them without spoiler/walkthroughs.

On the bugs. Yeah there is still a bugged quest in Kingsmouth. But the community and the customer support is very helpful. On one quest it helps when you are transported to another instance where it isn't bugged so people who are doing it atm tell it in general chat and invite you to it. On another quest you have to wait for a dog to start it. The person who is going on a walk with him will tell it in chat that the dog is on it way home.
And the customer support thing. You can start a petition and a gm will actually read it and fix it for you. One guy got his broken quest fixed after waiting only one hour. A bit different from a customer bot that will tell you, that the problem has been noted after 2 days.

#54
LTD

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Fuinris wrote...

LTD wrote...

Anyone know how many "mystery" quests the game has, total?


I played two betaweekends and the first two days of early launch, so got only to the second zone. Both have about 5 Investigation quests. Two of them will give you a headache while doing them and a good feeling when you've done them without spoiler/walkthroughs.

Thanks for the info.
 I would in optimistic fashion guesstimate 5 mysteries are around 7-10 hours of gameplay, assuming they get tiny bit longer and are similar to one with dead girls in difficulty.< - -  Would you call this one a good example of their overall quality? The thing with ravens and girls is what I speak of.
...Do you know how many zones total the game has? Is it only three? IIRC I glanced over achievments and saw only three zones getting mentioned, found this pretty alarming.

Modifié par LTD, 01 juillet 2012 - 07:04 .


#55
Guest_Fuinris_*

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There are three counties, as far as I know. Solomon Island/Lovecraftian U.S. which has Kingsmouth, The Savage Coast and the Blue Mountains. Then there is Egypt and Transylvania. I expect each will have at least three zones. So with 9 Zones and about 5 investigation quests. There are plenty of brain-twisters.
And I read they are designed by the puzzle designer of 'The Longest Journey'.

#56
LTD

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That's great news! Yep,guess I'm officially sold.

It's hillarious running around Kingsmouth if one is fan of Lovecraft and/or Stephen King. Referance after referance after referance:p

Think I'll roll on an RP realm. Semi metagaming ARG realitybending mind**** approach to TSW feels like  most appropriate one. Think I'll open a  Facebook acc. and some sort of a live journal  for my game character:alien:

Modifié par LTD, 01 juillet 2012 - 07:08 .


#57
Guest_Fuinris_*

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Lovecraft Lane, H.P. arts and crafts. And you won't believe who is the final boss of the first dungeon.

#58
LTD

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Very name of the city is surely  nod to Stephen King combined with Lovecraft's Innsmouth. Flagg who keeps pharmacy in King's Mouth is name of King's favorite bad guy who kinda moves from book to book.

#59
LTD

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My Secret World character now has a Facebook account.Serious business:l
http://www.facebook.com/avrell.flagg