tag:blogger.com,1999:blog-1510920011443550663.post213730272811061616..comments2024-03-28T10:18:05.213+00:00Comments on Inventory Full: If You Can't Say Something Nice... : Secret World LegendsBhagpusshttp://www.blogger.com/profile/03499162165023939880noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-1510920011443550663.post-91720232332204817792017-06-28T10:49:27.873+01:002017-06-28T10:49:27.873+01:00I don't play TSW nor SWL myself (horror is not...I don't play TSW nor SWL myself (horror is not my thing), but I'm lurking in the shadows to follow the discussion. I want to second Bhagpuss and say thanks for mentioning Google Trends. That's pure blog inspiration coming up there!Ravanelhttps://www.blogger.com/profile/03447777640056476366noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-12510569737314622572017-06-28T10:20:53.503+01:002017-06-28T10:20:53.503+01:00I couldn't remember a solution of similar eleg...I couldn't remember a solution of similar elegance for the shotgun, but there also were a number of suggestions on how to make it more convenient to use. Some of them i found terrible, but one i mostly liked (again, not my idea, again from memory and without the details) was along the line:<br />- You still use up ammo.<br />- The buttons for ammo types are not randomly assigned any more.<br />- You have four ammo types, you have for ability types: Basic attack, mouse buttons, normal abilities (1&2) and the elite ability.<br />- Make each kind of ability load a specific kind of ammo.<br /><br />This means that the player can determine with his build, which ammo types will be available to him at reload. It also means that when ammo runs out, he knows which button to press so get the ammo he wants to use next. There was much more to this in the beta forums, which i don't remember. <br /><br />My feelings on this are a bit mixed. The player would still be more busy counting ammmo than anything else, to get his rotation and reloads right. But after all that's what we also did with Elemental Force for years and being skillful in working that counter into your rotation made the difference between a good and an awesome damage dealer or leech healer. <br /><br />At any rate, it would be a huge improvement over the current "now we roll and see which ammo you get" mechanics.<br /><br />The sad thing is that the suggestions were there, in the beta forums, and they were loudly advocated. Of course there also was a quota of fanboys who went to every improvement suggestions and just proclaimed that they could handle it so there is no problem and everybody seeing a problem is obviously stupid and wrong, but that's a different matter. I mean, that's already what got TSWs combat in "best shape ever", that a certain quota of people (and i partially also declare myself guilty, apparently there were problems i did not notice and considered nonexistent) just always praised the current implementation. But the developers should not only listen to the voices praising them, but should take good note of those who deliver criticism, especially when it even comes with elaborate suggestions for improvement.<br /><br />One can only philosophize why all suggestions for improvement were disregarded. The "best" of them is to assume that they had their milestones to deliver the launch, so they simply delivered the best they could do in limited time, not caring if the end result would be enjoyable or not. <br /><br />Sylownoreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-33936672727231293442017-06-28T10:20:04.892+01:002017-06-28T10:20:04.892+01:00The sad thing is that while i just complain about ...The sad thing is that while i just complain about it here, there were great suggestions on how to get things in order with limited effort in the beta forum.<br /><br />Mind you, i can't take credit for this as i didn't come up with it, i just reproduce it from memory and am probably missing the details, but here is the idea i liked the most:<br /><br />- The grenade launcher doesn't reload any more at random.<br />- Instead it reloads when you did not use any ability for five seconds.<br /><br />Already with this one change the weapon turned from a "Player vs UI" nuisance into a predictable and useable tool. Indeed it would mean that the player generally would start the fight with one grenade loaded. After firing it, it would be a tactical thing, it generally would be preferable to keep shooting than to stop for five seconds to reload. <br /><br />Now there's also the passives to consider, e.g. those which in the current implementation reduce the damage you take when blowing yourself up and those which increase the chance that you randomly reload. They could be changed to:<br /><br />- Reload time is reduced from 5 seconds to 2.5 seconds.<br />- The grenade launcher can now hold two or even three shots.<br /><br />The first one would give the grenades more application in normal gameplay. With the 5 seconds cooldown you generally would keep shooting, with 2.5 seconds reload the number and positioning of your enemies suddenly matter. Depending on that it might be preferable to keep shooting or to wait for the reload to then hit them all with a grenade. <br /><br />The second passive would mostly be a dungeon tool. There are bosses and sequences where you can't attack for several seconds. Being able to load several grenades, the longer you don't attack, would provide you with some burst potential when the non-attack phase ends. <br /><br />This would really be just a few small changes, but they would go such a long way. This suggestion (in more refined form, as said i just reproduce from memory) was proposed in the beta forums and supported by many players. Of course, it also got ignored and disregarded by the developers...<br />Sylownoreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-23436218922271351132017-06-28T09:11:01.768+01:002017-06-28T09:11:01.768+01:00Lots of people were discussing both shotgun and as...Lots of people were discussing both shotgun and assault rifle in General yesterday so I had a vague idea there was a random element. People mostly seemed intrigued by it rather than annoyed, I thought.<br /><br />I'm sticking with Chaos and Pistols because, as you explain, you don't really have to think about them. Indeed, from your explanation, it sounds as though you really shouldn't even try. That does make a lot of sense for something called "Chaos Magic" although maybe not so much for firearms!Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-82776978065679190002017-06-28T09:07:48.880+01:002017-06-28T09:07:48.880+01:00I've never looked at Google Trends before. Wha...I've never looked at Google Trends before. What a rabbit hole! thanks for introducing me to that!<br /><br />I'm only just starting to play with it so I can't really interpret the results very well, but if you separate "The Secret World" from "Secret World Legends" and compare them, over the last week TSW has double the google searches that SWL has. That's interesting to say the least. <br /><br />Going to have fun with this :)Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-42237334742027710672017-06-28T09:00:27.914+01:002017-06-28T09:00:27.914+01:00One of the auto-quests popped up as I was doing th...One of the auto-quests popped up as I was doing the "collect body parts" mission for Norma. It was the one that has you killing eight of the gravedigging zombies. That one had the computerized voiceover. The prompt from Andy that I included above came in the form of a mail quite a bit later.Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-25110048948573636552017-06-28T01:57:06.990+01:002017-06-28T01:57:06.990+01:00I'm glad to see daylight in the game and in th...I'm glad to see daylight in the game and in the real world made a bit of difference. I haven't gotten any of those clues, prompts or messages yet, but I'm only as far as Norma's bonfire. They seem awfully intrusive. If they're meant to be guides it seems heavy handed, even if someone was a new player. Maybe they stop after a certain point, or you can turn them off. I'm remembering every quest and what person dead or alive gives it and am grabbing it, so maybe they won't pop up for me. Tomorrow's my Secret World rotation day, so onward I go.Atherenhttps://www.blogger.com/profile/04773969634802702992noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-7570068816355822822017-06-28T00:19:22.929+01:002017-06-28T00:19:22.929+01:00Sylow, absolutely right on about AR. What a mess.
...Sylow, absolutely right on about AR. What a mess.<br /><br />Bhagpuss, whatever you do, at least get through the first 2-3 dungeons before you quit. They're truly special MMO experiences.<br /><br />I've been tracking the SWL launch on Google Trends. So far, it's a drop in the bucket compared with WildStar's ill-fated Steam launch. Here's hoping SWL picks up momentum with its own Steam launch in a month or so.Athiehttp://athieingame.wordpress.comnoreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-82294210764432316322017-06-27T17:44:25.802+01:002017-06-27T17:44:25.802+01:00I am very amused about this passage:
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Natural...I am very amused about this passage:<br />-----<br />Naturally I aggroed some zombies. They were quickly dispatched with a few mouse-clicks. It occurred to me then that the one big advantage an Action RPG control system has over the regular MMO version is that you can just hammer the mouse buttons. You don't need to look at anything but the screen. You don't need a UI. All that clutter we call "the game"? Forget it!<br />-----<br /><br />I am not surprised it felt like that for you. You run Chaos and Pistols. Both of them have random effects triggering at random effects, nothing you can influence, nothing you have to pay attention to. Their special effects are rando benefits, which makes them the best of all weapons.<br /><br /><br />Now let's take a look at the assault rifle or shotgun instead. For the Assault Rifle, whenever you use an attack your character has a -chance- to load a grenade. This grenade, in violation of all logic of grenade launchers, is cooked off and will blow up in a few seconds. If you fire it on time, great. If you don't, it blows up and damages your character.<br /><br />So this one is a pure "Player VS User Interface" weapon. The biggest priority is not what you do, the biggest priority is to shoot grenades when you load them. <br /><br />Also the shotgun, you fire your 8 shells. Then all your shotgun abilities on the bar are randomly replaced with different choices for ammunition. You then have to select which ammo you want to use for your next 8 shots. That is, if the game actually put the ammo you want on your bar. It can very well happen that you fight a fire resistant mob and have low health, you you really pay attention to load your healing shells when the reload comes up. But the game puts exclusively incendiary ammo on all buttons.<br /><br />So not only are you permanently watching the UI, more than anything else, but even then the randomizer is more than ready and eager to screw you over.<br /><br />So yes, some weapons might be fun, but several are coded frustration, where the UI is the only part of the game you still pay attention to, as everything else is secondary.<br />Sylownoreply@blogger.com