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Been a big advocate for AoC and Funcome. Gave it an 8. Love the atmosphere, skill system, graphics. But the animations need work, char customization, and alot of the skills feel the same. I am hopeful. I may pick this up after it launches and go back to vanguard for a bit.
Playing: War Thunder, World of Warcraft, and Grim DawnWaiting on:Everquest Next and The Black Desert
they really need to re-work their animations from what I've seen on lots of youtube vids, combat anim is terrible.
This game doesn't look like it has any longevity IMO.
A pretty varied result on the poll, everything is between 5 and 15%. Sounds like they need to clean up quite a few things still.
It was a lot better than I expected. It took me a couple days to get into it. First day I thought it was kind of generic and lacking but day 2 I was pulled in. I enjoy mystery though, and even though many quests tell you where to go and what to do there is still some thrill in figuring out why something is happening. The atmosphere grew on me too and I felt immersed despite my reluctance.
I like the way the crafting looks so far, its complex and different than any other I've seen. (atleast so far, I really liked SWTOR's crafting in beta at first too, so it could always turn out to be dull and useless, who knows?) I'll probably get this when it comes out.
The music and sound are good. Hopefully they do improve the animations, but like many said why would they show it incomplete when this is really the first showing? The clocks ticking.
I'd give it a 6, bearing in mind that I never give a 9-10 or a 0-1. Needs work, but it's a solid concept, and I don't regret pre-ordering. Started playing on Friday night with dual pistols and hated it. I played Fallen Earth for nigh on two years and people dog the animations in that game but the pistol (and the jumping) animations are way better in it.
Enjoyed the questing and messed around with a few weapon and magic combos before rerolling last night with a Blade'n'blood magic specialist (got a decent blood focus from a mission reward early on thanksfully, since the one in the Crucible was borked). Whole different experience. A lot more enjoyable. Killed well over 500 zombies and had lots of fun exploring Kingsmouth.
I think while the questing doesn't exactly fit the 'dynamic' claims of Guild Wars, it's innovative in its own way. The puzzle angle has been underused in MMOs in general, and it's refreshing to have to think a little while playing. I got locked up at one point and would have been trapped forever if a fellow player hadn't given me the code to get out. I wrote it down because I figured I'd probably get nabbed again - and I did need it again. I tried a search of the in-game browser, but for the life of me I still don't know how he figured it out.
Chasing ravens was fun, the Horror Show quest in the Maritime Museum was great and the Siren Song has a quest as haunting as the tune of the song itself. The writing is whip-smart and funny as heck in places (the Dan Brown line cracked me up), the voice-acting is terribly uneven. I love the concept, I'm a sucker (yay! puns!) for anything that vaguely sniffs of Cthulhu, cephalopods and weirdness...of which this game positively reeks of it. In a tasty way. The skills deck system gets juicier the further in you go as well. Choosing which passives which which actives give you the best combinations is like a mini-game unto itself.
So what was wrong? Clunky movement. Awkward animations. Randomly losing target in combat. My character standing there with a truly gormless expression on her face while NPCs talked at her. The crafting ... I read the guides, I disassembled things and refined things but didn't manage to make a darn thing. Wrong tier of materials for the containers I had. Refined, and then didn't have enough materials. Feh. I like crafting generally, but this puts me in mind of Warhammer's crafing in the annoying stakes.
I didn't hit anything major bugs-wise, apart from a stuck incident and the occasional momentary black-screen out of nowhere like my graphics drivers were restarting. I'm running in DX9 because the DX11 version crashed too much for me to put up with. I don't know, I'm wary of only being allowed to see one zone and I'm far too cynical to accept the excuse given for the hinky animations. I doubt things will be magically peachy in 5 weeks, but I'll still be there at launch, sniggering at medical files (Dy-na-mite!) and humming the siren song. Solid foundation, hope they can build on it.
(edited to fix wrong quest name: how did I morph horror show into holy terror?!)
Gave it a 4, was in CB and was in it all week and just lost interest yesterday.
I restarted my char's the first few days until I found a skill that I liked, elemental, which I took almost into the 3rd zone. At first I was having fun figuring out how to use my skills and exploring the new world.
The quests arent that different than every other mmo, get X bring it to here - Kill 6 of X 6 of Y 4 of Z and go here ALL of them show you on your map where to find what you need to kill or where to go. Alot of the quests you have to go back and kill the same things that you just killed for the quest giver kinda was repetative but hey its a mmo and learned to expect that.
There are 4 or 5 quests that don't show you where to go and you have to figure it out with the clues they give you or you have to use google to input some hints to figure out the answer ex. some 1800's composer or artists. Some are vague and others are pretty easy but they were fun for a change. Needed more of these I thought for the game they seemed to be trying to make.
The graphics are nothing special, the atmosphere blends well with the mood and had no problems with it. Most of the houses and shops are just there for show, you can only go in the ones that have a quest giver or are a destination for a quest. The NPC just stand in the same spots all the time.
The skill wheel is really similar to Rifts model idea as you can change specs in a flash as long as you trained them up and have the weapon and the corisponding gear for the other skill set your weapons require. You can equip 2 weapons at the same time and use both of the skill sets but only 7 abilities and 7 passive total. With the gear (Talisman) you get it all has to meld with your weapon skills so you have to either have 4 different sets of gear to maximize each spec or half peice your gear to get anything from each. I found that you really need to just focus on one to get a viable use out of it. I tried to make a dps healer hybrid and got my ass kicked lol. Might work in a group instance but more on that in the next paragraph. It all seems to come down to the tank healer dps specs in the end though.
Only tried the first zone instance 2 times and failed both. It was really hard to find a group to begin with, not many people were looking for group while I was but I joined in 2. First of all everyone in the group should be maxed in gear all QL3 to even attempt the first zone instance because it is not a cake walk. Not complaining that they are hard, it was quite refreshing to get into some nice battles for once instead of just walking through them in most other games. But neither group I was in could get the right group make up to defeat the last boss in the instance and didnt feel like trying anymore after the second group failed aswell. Seems like we need more healers or dps not sure because couldnt get past that last boss.
Crafting is really unrewarding and bland, not sure why they didnt put any real effort into the system at all here. Took a min to figure it out but it is really just weak. You just put for instance, impure metal into a shape of say a sword then add a tool kit into the lower box hit combine and you have a sword. Nothing ever comes out different you always get the same sword for the toolkit like QL2 or QL3 you do every now and then get a blue tool kit which has a little more stats on it then the green. But very boring and you really have no need to do it because you get the same weapons for questing or drops pretty fast.
PvP was horrible, only tried it a few times then just couldnt even bare to q up becasue it was just bad. Wasn't expecting much in the PvP department and I'am really not a huge PvP guy so took no points away from my final review for it.
Overall and the most important for me anyway is the fun factor and after less then a week it lost it all for me. After the newness wore off it just became very bland for me. If this game is for you more power to ya but I will not be subing.
I tried it, but couldn't bring myself to play it more than 30 minutes for any number of reasons I couldn't identify myself. So I didn't taint the poll with my obvious lack of experience with the game.
However, I will say I thought it was really lame how one of the pistol skills, "wanted", had you whip the gun in a wide-side arc before firing and in an animation that didn't do the film any justice. It just struck me as lame for the sake of being lame. I hope no one else thought that was cool or something
I gave it a low rating because I could not make myself play it any more.Why ? I'm not a pve player.My passion is faction conflict.Pve will be accepted only as a means to that end.I can see not path to signifigant 24/7 persistent world faction conflict.It might be there...but like a lot of things...the finite details still havent been revealed 5 weeks before launch.And I'm not up to killing npc's ad nauseum.
GW2 looms as the only game that has my attention.I was hoping...still hope SW has 3 society 24/7 persistent conflict THATS MEANINGFUL.
Originally posted by gaeanprayer Voted that I still don't know. TSW is turning into a very confusing experience for me; the parts I like, I absolutely LOVE, but parts I don't like bring me almost to the point of uninstall. There's no middle ground there. I will say that the more unique quests and atmosphere are so entertaining, I anticipate I ~will~ be playing this game at some point. But the clunky combat, terrible acting (bad in a game that emphasizes story) and unexplored, unknown parts of the game still waiting for player review (which are a large portion of it) nearly guarantee it won't be any time soon. Still gonna take that "wait and see" approach to this, I think.
^might as well have written all that myself. Ditto.
I will add that the intro after making a character is not something I consider fun or worth repeating. Thankfully if I were to play, I'd only make one character in this game unlike most where I'm an altaholic.
BOYCOTTING EA / ORIGIN going forward.
Interface made me want to puke and combat felt slow and boring... otherwise i think its a cool concept. But gameplay itself doesn't have what it takes to satisfy me. 4/10
Currently playing : World of Tanks, LoLWaiting for: The game of my dreamsPlayed: Everything Favorites being Eve, UO and SWG Pre-CU
After my uninstallation and taking time to further reflect on this game I'm even more shocked that they are going to release this game as a subscription MMO on June 19th.
The lack of player interactions in-game and the bevy of non!story! statues with names like "vendor" and "survivor" makes the game feel dead. The lengthy (unskippable?) cutscenes make the interesting stories mindnumbingly boring. The awkward combat, sterile UI and threadbare cash-shop promoting character customization also lend to this game feeling very plastic-y...very cheap. Despite having many great ideas, TSW cannot escape poor production quality.
I'm just glad I've never had any vested interest in this MMO tbh.
Please don't ban or reprimand me for this post. With a June 19th release date I think frank criticisms are fine.
What I like:
1. I really enjoyed the atmosphere and setting more than I thought I would. When I first heard the game would be about conspiracies and modern lovecraftian themes, I had zero interest. Never got into things like Dan Brown novels, and generally have no interest in zombies, etc. What I found was that the setting worked well to advance story and exploration. A modern setting really offers a lot of flexibility and diversity in environents and mob types, and even though I think it could stand to be much darker and imposing for my preferences, I enjoyed the feeling of the world very much.
2. Questing really piqued my interest. I'll venture to say that this is the biggest advance in basic quest design that I've seen in a long time. I love GW2, and I plan to play the hell out of it, but let's be honest, it's just the same kill 10 rats packaged in WAR's public quest mechanics. It was easy to zone-out doing quests in GW2, I'd just run to a spot and kill things. The Secret World actually engaged me. It felt like a good single-player game disguised as an MMO, unlike SWTOR, which just felt like a bad single-player game disguised as an MMO. It's obvious that a lot of the quests will be solvable by reading future walkthroughs on the internet, but that's the player's choice, and I was having fun going about it on my own trying to figure things out.
3. I felt like I was enticed to explore more in this game than other recent themeparks. It's true that the quests have you backtracking quite a bit over land already traveled, but there were a lot of nooks and crannies to explore, and at one point I found a ladder to the top of a roof where I found a piece of lore. I always love stuff like that.
Things I didn't like:
1. Graphics reminded me of Hellgate: London. They weren't bad per se, just outdated and generic looking. Character customization left me seriously hoping it was just due to being in beta.
2. Combat wasn't enjoyable, at all. It was really just an annoyance. It felt really disconnected and clunky.
3. UI looks good but is not very intuitive or efficient to use.
4. I don't ever want to have to tab out to google in order to progress in a game...ever.
5. Barely any player interaction. Seriously, it felt much like SWTOR but even worse...what are these random strangers doing in my single-player game?
6. Funcom. Unless they have radically altered their customer service, I just can't bring myself to financially support their company.
This seems like another non-MMO MMO to me. It's a blast, I love killing zombies and the atmosphere and all that but what is going to make this game a community?
i know this horse has been beaten, but it just doesn't feel like an MMO without chat bubbles. I understand the developers wanted to keep th UI to a minimum (supposedly) to cut down the clutter on the screen and increase immersion but there's still a big ole UI and if you want to see chat then you have a big ole window open that you have to keep looking at which REALLY breakes immersion.
What is the deal with no chat bubbles? I realize some people don't care for them but then just turn them off. It's hard to meet people and have that sense of community without a better chat system.
Combat, mouse movement, targeting is all sort of a pain but the game looks so awesome I can overlook that.
Recommendation: Play the rest of the Beta's but there's no reason to buy it yet.
6/10 for me - and that's generous
I love the concept and the world setting -
Despise the combat , think the UI/control lack of options is years behind modern games , and the animations are awkward at best.
So I'm in a world that I enjoy being in despising the way my character moves and fights.
Says something good and bad about the game that they made it great in one regard enough to continue to fight my urge to uninstall.
It's going to get raped in most major pubs/sites on release as a great concept that could have been if it wasnt for the horrible mechanics , if it doesnt get fixed in the meantime.
In it's current state it will be a niche of a niche at best.
Which is a shame.
I've been wanting to like this game since the day I first heard about it. The animations didn't really bother me (except for one of the pistol attacks). I personally liked the quest cut scenes for the story aspect of it. I loved the modern day setting and the horror and conspiracy theme. I liked much of the writing. I thought the main quest line was getting interesting. I liked the skill levels, although I would have liked a tangible number like AC cause it felt weird without having a measure of how much my character had grown/progressed.
With as many things as I liked about the game, it just felt like something was missing. The mindless mobs of monsters milling about didn't bother me... these are zombies, they're mindless. The first night I played a couple of hours and came away bored. I gave it another go on Saturday and ended up playing for 10+ hours. I had decided to try a different set of weapons, not accept every quest that I saw but to accept one and finish it through before starting another. Even then, I just found myself getting bored of all the running back and forth across the island. While the story and quests are good, the amount of time I spent traveling sucked out the fun.
One thing I'd love for a game to do is eliminate having to return back to the same mobs for different quests. I know my character wouldn't have known to pick up the witches bones at the time, but fuck me, I didn't want to run all the way back to that mass grave site again just to kill 5 more witches and then run all the way back to kill cultists yet again. I know they have to do something to suck up time but maybe it's just me getting older and not as patient with menial tasks.
I had fun for the most part. Started to get bored and almost quit then gave it another shot and had some more fun. Will reserve judgement till after the next beta weekend.
Some cut scenes are good, others kind of painful to listen to.
My experience was somewhat odd. The first 10 minutes or so the game felt bad - I don't mind a long intro or anything, but the narration wasn't really good for my taste. After that the typical 'tutorial' part started and I wasn't impressed either (but it wasn't bad either) - the graphics on ultra with dx11 looked much better than I expected judging from the videos however. At that time I just wanted to get done with that part and 'start with the actual game'. In London I enjoyed the setting and scale of things (buildings and streets had a realistic size), but that part of the introduction couldn't captivate me either. Eventually I made my way into Kingsmouth and I felt a bit lost at first and it took another 30 minutes or so until I was actually pretty much hooked by the game and started to really enjoy it. I'm looking forward to the next beta weekend.
I feel the game will have the problem that many people will judge a game by the first 1-2h of gameplay and the introduction isn't done really well (and is fairly long in addition to that) and after that you're thrown into an mmo experience that is pretty much unlike most major current titles and many things we've grown used to seem to be missing / are missing. The setting is blessing and really refreshing imho, but makes things more difficult for the developers - in fantasy and sci-fi worlds we accept many unlogic things, but in a world we can relate to much better we're much more picky.
Concerning combat and animations: I think the combat itself isn't bad, but what is missing (in particular after playing Tera) is the feel of impact. The animations didn't bother me much once I switched to a first-person view - the monster animations are rather good.
I will give the game a chance at start and hope it will do well enough - the developers took several risks and the game is a breath of fresh air in this genre. It's not a replacement for wow-esque mmo's if someone is looking for such.
- Great ideas and setting - at least it's different and fresh unlike fantasy or sci-fi standards
- Bad graphics - they look fine on screenshots but they're still very bare in game
- Bad animations - clunky and just flat out terrible
- Unplayable - lacks the fluid gameplay people have come to expect of a MMO, worse gameplay than SWTOR
- Not fun - in the end, the actual tasks the quests ask you to do are not fun
- Buggy - oh yes, very buggy
- Pretensions at being mysterious and puzzling, is in fact very simplistic and dull
==> TSW will flop horribly unless redesigned and reprogrammed for another year before any kind of release.
Originally posted by Adhesive33 4. I don't ever want to have to tab out to google in order to progress in a game...ever.
I agree with most of what you said apart from this.
Press "B" to open a browser in game - there's no neeed to tab out at all.
And part of the whole point is that you need to research things online to progress. A game set in the modern world surely has to include such things? Wouldn't it be even more daft to be playing in the modern world and not have access to the internet to do research?
Originally posted by Greyhooff - Great ideas and setting - at least it's different and fresh unlike fantasy or sci-fi standards - Bad graphics - they look fine on screenshots but they're still very bare in game - Bad animations - clunky and just flat out terrible - Unplayable - lacks the fluid gameplay people have come to expect of a MMO, worse gameplay than SWTOR - Not fun - in the end, the actual tasks the quests ask you to do are not fun - Buggy - oh yes, very buggy - Pretensions at being mysterious and puzzling, is in fact very simplistic and dull ==> TSW will flop horribly unless redesigned and reprogrammed for another year before any kind of release.
i find your signature very ironic.
looks like amricans are boring from combat and hawe shitty pc
for me was TSW excellent.. for first beta.. i want try pvp...
Combat: pretty fun, not awesome but fun and sometimes even a bit challenging (blades & blood magic)
Quests: Investigation missions a pure 10! "normal" missions were good in general (even they had some intellectually challenging bits) and we all know every MMO has it's share of "collect this" "kill 10 of those" "take this there", even GW2 has em.
Fluidity of animations and movement: bad, like AO bad, felt like my character was gliding on the surface while performing animations, combat animations didn't make me "feel" the combat if you get my drift..
Graphics and enviroments: Good, some of the scenery was nice and the eerie feeling at some areas of Kingsmouth was awesome!
Overall BWE experience: Above average, given the limited nature of the beta (alot of quests locked, 2nd tier skills were all locked, only a few vendors, London was a ghost town (few clothig vendors and that's it) it didn't feel "alive" at all and i do HOPE that there's more to London than that tiny zone we had the opportunity to visit), the Kingsmouth "zone" felt pretty restriced
The above netted the limited experience a 7.
It did not grab me at all. I know a lot of people will defend the game and make comments about how it gets better the more you play it, but there in lies the problem, if the start of the game does not grab you, you do not want to play it more. It is hard to define what was wrong, but something definately felt off.
While the graphics were nothing special, they were not really bad either, questing was fine, some of the quests are the same old kill X of this, fetch and deliver that, but the investigation quests were better.
Combat (at least to me) seems to be very hit and miss (fun wise), and really dependant on which weapon you were using.
For example, I had much more fun using a sword, than I did using a rifle, and pistols were more fun than using a hammer.
Oh, and it was way too easy overall, not once did I feel as though my character was going to die, I never had the "Oh shit" moment you get when you pull too many mobs, as no matter how many mobs were pulled, it was not a problem.
Overall, Im left wondering what all the fuss is about.
A creative person is motivated by the desire to achieve, not the desire to beat others.
Originally posted by Rhowin My experience was somewhat odd. The first 10 minutes or so the game felt bad - I don't mind a long intro or anything, but the narration wasn't really good for my taste. After that the typical 'tutorial' part started and I wasn't impressed either (but it wasn't bad either) - the graphics on ultra with dx11 looked much better than I expected judging from the videos however. At that time I just wanted to get done with that part and 'start with the actual game'. In London I enjoyed the setting and scale of things (buildings and streets had a realistic size), but that part of the introduction couldn't captivate me either. Eventually I made my way into Kingsmouth and I felt a bit lost at first and it took another 30 minutes or so until I was actually pretty much hooked by the game and started to really enjoy it. I'm looking forward to the next beta weekend. I feel the game will have the problem that many people will judge a game by the first 1-2h of gameplay and the introduction isn't done really well (and is fairly long in addition to that) and after that you're thrown into an mmo experience that is pretty much unlike most major current titles and many things we've grown used to seem to be missing / are missing. The setting is blessing and really refreshing imho, but makes things more difficult for the developers - in fantasy and sci-fi worlds we accept many unlogic things, but in a world we can relate to much better we're much more picky. Concerning combat and animations: I think the combat itself isn't bad, but what is missing (in particular after playing Tera) is the feel of impact. The animations didn't bother me much once I switched to a first-person view - the monster animations are rather good. I will give the game a chance at start and hope it will do well enough - the developers took several risks and the game is a breath of fresh air in this genre. It's not a replacement for wow-esque mmo's if someone is looking for such.
Spot on - after the first couple of hours, I honestly thought the game was crap.
The character creator was inadequate; the textures in the initial cut-scene were terrible; the cut scene acting was poor and there were too many that went on too long; the Mockney accents with their ever-so-edgy effin' and blindin' grated; London felt small, cramped and oddly anachronistic (no ATM at the bank? Is the game set in the 1970s?); I didn't like the Tokyo flashback; the animations seemed turgid - in essense the whole first couple of hours was just a turn off. I could easily have walked away then and not looked back.
But I did come back the following day and started playing through Kingsmouth, and a couple of hours through that I was hooked.
I went from having no interest in the game whatever to actually disliking what I saw to liking it enough to preorder it - I had to force myself to stop playing at the weekend, because my character would get deleted soon and I'd have to do it all again once the game goes live.
They really need to work on that first couple of hours!
Originally posted by Byrhofen Oh, and it was way too easy overall, not once did I feel as though my character was going to die, I never had the "Oh shit" moment you get when you pull too many mobs, as no matter how many mobs were pulled, it was not a problem. Overall, Im left wondering what all the fuss is about.
You had me until there good one.