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Why isn't the Secret World more popular?

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  • MikePaladinMikePaladin Member UncommonPosts: 592
    Extremely ugly and unappealing
  • QuarterStackQuarterStack Member RarePosts: 420
    edited June 2016
    Very interesting dichotomy playing out in this thread.

    On one side, the people who don't like TSW, by a large margin, seem to cite "don't like the combat" as their reason, with the animations being the major factor. There's nothing wrong with that - you like the animations, you don't, or maybe you don't care either way. That's just how it seems to be playing out in this thread, by and large.

    On the other side, the people who say they really enjoy TSW either don't mention the combat at all, or don't place much importance on it, focusing instead on the quality of the storyline, the world design, the missions, the voice-acting, and so forth.

    Essentially, one side places more importance on eye-candy and animation fidelity. The other side places more importance on depth and engaging story/content. Considering TSW is clearly intended to cater to the latter category, I'd say FC has done a great job overall of capturing their target audience.

    It's a niche game, for a niche playerbase, and that's just fine. There needs to be more games catering to a niche, rather than trying to appeal to that unattainable "everybody".
  • GhavriggGhavrigg Member RarePosts: 1,308
    The combat, animations, and pvp were all crap, and the story wasn't enough to keep me going, personally.
  • MardukkMardukk Member RarePosts: 2,213
     I have no issue with the animations.  I have no idea how something as minor as animations could keep people from playing a game they otherwise like.  

    The builder combat is pretty tough to stomach.  I think a lot of people don't even understand why they don't like the combat.  It is really that they don't like spamming a build attack over and over in order to use a decent ability, once in a blue moon.  

    I also think that too many people are in love with fantasy games and they don't play anything but dwarves and elves shooting bows and arrows.  I don't get the fascination with fantasy over sci fi and real world but many prefer it.
  • QuarterStackQuarterStack Member RarePosts: 420
    edited June 2016
    Mardukk said:
     I have no issue with the animations.  I have no idea how something as minor as animations could keep people from playing a game they otherwise like. 
    Well, if the many people citing exactly that as their reason are to be believed, then that is, indeed the case, at least for them.

    Like I said, though, I think in many cases, there are other reasons which, for whatever reason, they don't want to acknowledge or get into, so they go for the "easy target" of "awful combat animations".  I don't *know* that to be the case. It's just a hunch I have.

    Mardukk said:
    The builder combat is pretty tough to stomach. I think a lot of people don't even understand why they don't like the combat. It is really that they don't like spamming a build attack over and over in order to use a decent ability, once in a blue moon.

    Ehhh... using hyperbolic language ("once in a blue moon") is not really helping you here, because the assertion itself is flawed.

    Using myself as an example. I just returned to the game less than a week ago now. I'm currently only QL3, and have only just unlocked the second skill ring on one Weapon type (Elementalism). My Elementalism weapon skill is only at 3, I believe. I am not very far in, at all, in other words.

    On my current build , I have a finisher that uses 2 stacks, and one that uses 3 - these are my "bread and butter" finishers, and I use them in most situations. I have another finisher which uses 5 stacks, which is my big damage spike ability if I want to kill something in a hurry. I have a chain attack finisher for dealing with a group of mobs (which happens a lot around Kingsmouth).

    Because I use two builders, each applying an Affliction debuff to the target, it takes very little time to build up 5 stacks if I need to, and I'm stacking my damage output - active and passive - all the while. Because of the Active/Passive skill pairings I'm using (referred to as "synergy" in TSW), nothing goes to waste. Everything has a use. Every skill on my hotbar - passive and active - gets used at some point in a given session.

    If the only thing your builders are doing for you is "getting enough stacks to use a finisher", then you're doing it wrong. Pair the skill up with something it has synergy with; a Passive that either gives it an additional effect, or that enhances something else you're using.

    If used as intended/designed, combat in TSW is far from "spamming a build attack over and over in order to use a decent ability, once in a blue moon". That can't be overstated.

    Mardukk said:
    I also think that too many people are in love with fantasy games and they don't play anything but dwarves and elves shooting bows and arrows. I don't get the fascination with fantasy over sci fi and real world but many prefer it.
    Fair enough. I can't get into games where you're effectively a "ship", or a "mech". I need to have a character on screen. No idea why, I just can never get into them as much.



  • GladDogGladDog Member RarePosts: 986
    2) terrible combat, especially the animations.  That would be bad enough, but then there is...

    1) Made by Funcom.  Fool me once, shame on you, fool me twice, shame on me.  I'm not giving them a third chance.


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


  • QuarterStackQuarterStack Member RarePosts: 420
    edited June 2016
    GladDog said:
    2) terrible combat, especially the animations.  That would be bad enough, but then there is...
    @Mardukk - There ya go :)  And there are many more like them.

    GladDog said:
    1) Made by Funcom.  Fool me once, shame on you, fool me twice, shame on me.  I'm not giving them a third chance.
    It's weird, or maybe just tellling, how the most negatively worded posts against this game are also the most vague or cryptic. No explanation or elaboration or examples. Just one or two sentences, effectively saying "the game is bad", and that's it.

  • DKLondDKLond Member RarePosts: 2,207
    Even so, I hated the combat - and I found the skill diversity to be a case of The Emperor's New Clothes. As in, skills were minor variations of a few themes - and the animations/visual effects were so underwhelming that it just wasn't interesting or satisfying to progress your character. Didn't exactly help that the loot design was horrible - and the only way to visually stand out was through clothing.

    Loved the story, atmosphere and setting, though.
  • MisterZebubMisterZebub Member LegendaryPosts: 3,584
    I quite enjoyed the game up until you get to Egypt, then for some reason I lost interest.

    "You have kept me at your beck and call for fifteen years. I shall never again do what you demand of me. By every rule of single combat, from this moment your life belongs to me. Is that not correct? Then I shall simply declare you dead. In all of your dealings with me, you'll do me the courtesy to conduct yourself as a dead man. I have submitted to your notions of honor long enough. You will now submit to mine."

  • MikePaladinMikePaladin Member UncommonPosts: 592
    edited June 2016
    Very interesting dichotomy playing out in this thread.

    On one side, the people who don't like TSW, by a large margin, seem to cite "don't like the combat" as their reason, with the animations being the major factor. There's nothing wrong with that - you like the animations, you don't, or maybe you don't care either way. That's just how it seems to be playing out in this thread, by and large.

    On the other side, the people who say they really enjoy TSW either don't mention the combat at all, or don't place much importance on it, focusing instead on the quality of the storyline, the world design, the missions, the voice-acting, and so forth.

    Essentially, one side places more importance on eye-candy and animation fidelity. The other side places more importance on depth and engaging story/content. Considering TSW is clearly intended to cater to the latter category, I'd say FC has done a great job overall of capturing their target audience.

    It's a niche game, for a niche playerbase, and that's just fine. There needs to be more games catering to a niche, rather than trying to appeal to that unattainable "everybody".
    Idk pal but I spent lot on my  mid high gaming setup and I love to stress my system to max and enjoy eye candy .
    I also dislike  snobs ow graphic is  not important blablala
    Bull shit it's 2016 and we can make each of game aspect good.....and I reject all these terrible excuses
    a good Project has strong point all around
    Story Graphics Animation Rich Ambient .

    Skyrim Modding made me love high textures
    4k Rocks 4k Skin LOL

    Gw2 made me love responsive and smooth animation at least decent .

    My first Pc game was first Warcraft release back in 1995 and I played it in 1998-99 because PC generally was an  expensive thing in 3rd world back then .
    And I loved it but now I won't give a single thought to play an old outdated game .
    We are supposed to improve with development spiral not the opposite .

  • QuarterStackQuarterStack Member RarePosts: 420
    edited June 2016
    DKLond said:
    Even so, I hated the combat - and I found the skill diversity to be a case of The Emperor's New Clothes. As in, skills were minor variations of a few themes - and the animations/visual effects were so underwhelming that it just wasn't interesting or satisfying to progress your character. Didn't exactly help that the loot design was horrible - and the only way to visually stand out was through clothing.
    Regarding "The Emperor's New Clothes" remark... Can you elaborate on that more? How far into the skill wheel did you get? How many builds did you work on? What weapon combos did you try? What States were you focusing on? What kind of synergies were you creating? Again, the TSW's combat/skill system can be as simple as you want it. You can just throw a bunch of cool-sounding actives and passives on your bars and go to town, without ever looking at how they work, or how they work together (or don't). What kind of Talisman setup were you using, which stats/effects were you building on with those?

    All of those things combine in numerous different ways to create radically different playstyles, and approaches to any given situation... and I mean beyond just "ranged or melee or magic".  Effectively, if there's a playstyle you can think of, chances are pretty darn good that you can build a deck to achieve it.

    I'm not just being difficult here, it's just that your impression of the system - the whole "minor variations on a few themes" - on its face, and without more context - seems  to imply that you may have missed the bigger picture of how those variations actually are designed to work together, and with your weapons, and with your Talismans.

  • NanfoodleNanfoodle Member EpicPosts: 7,774
    Horror. Right off the bat it excludes families with younger ones, so they cant play together. Parents that dont want their kids seeing them play that type of content and then their are people who morals conflict with a game that is that graphic and the language is that vulgar. So right away you narrow your audience by going Horror/M rated. It really is niche. 



  • Nicco77Nicco77 Member UncommonPosts: 145

    I'm posting this hoping to get serious responses.

    I recently returned to this game after playing at launch and purchased the Ultimate Pack.

    When I played at launch I primarily did PVP. If you remember you could level very quickly when PVPing at launch. I stopped playing after launch because I finished the main story.

    So now returning I have leveled the traditional way with questing.

    The game really is one of the best MMORPG's I've ever played. The quests are A++ and the world is engaging. The graphics are excellent compared to other MMORPG's.

    My biggest complaints with the game are the crafting (which is terrible) and the animations are sometimes stiff/awkward.

    But neither of these issues imo ruin the game..

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

    Mainly because of his bad combat system,overall poor graphic quality and performances.
    I wanted so bad to like this game but I can't bring myself to play it,I always hope that one day they rework these issues. 
  • User836User836 Member UncommonPosts: 117

    I had a good run with it and enjoyed it a lot but ran out of content :expressionless: . Done the missions, done the achievements, done the instances one too many times, had all the talismans i needed to do just about anything. Was a fun ride and I would recommend people to try it but at some point.. I'd ridden all the rollercoasters and eaten all the soft serve I could stomach.


  • DKLondDKLond Member RarePosts: 2,207
    edited June 2016
    DKLond said:
    Even so, I hated the combat - and I found the skill diversity to be a case of The Emperor's New Clothes. As in, skills were minor variations of a few themes - and the animations/visual effects were so underwhelming that it just wasn't interesting or satisfying to progress your character. Didn't exactly help that the loot design was horrible - and the only way to visually stand out was through clothing.
    Regarding "The Emperor's New Clothes" remark... Can you elaborate on that more? How far into the skill wheel did you get? How many builds did you work on? What weapon combos did you try? What States were you focusing on? What kind of synergies were you creating? Again, the TSW's combat/skill system can be as simple as you want it. You can just throw a bunch of cool-sounding actives and passives on your bars and go to town, without ever looking at how they work, or how they work together (or don't). What kind of Talisman setup were you using, which stats/effects were you building on with those?

    All of those things combine in numerous different ways to create radically different playstyles, and approaches to any given situation... and I mean beyond just "ranged or melee or magic".  Effectively, if there's a playstyle you can think of, chances are pretty darn good that you can build a deck to achieve it.

    I'm not just being difficult here, it's just that your impression of the system - the whole "minor variations on a few themes" - on its face, and without more context - seems  to imply that you may have missed the bigger picture of how those variations actually are designed to work together, and with your weapons, and with your Talismans.

    I've tried a large variety of combinations and gear loadouts - but it's been years, so I don't remember the details. I played it for ~6 months or so at release and that's pretty much it.

    I'm not talking about playstyles, though, I'm talking about satisfying progression. Once you realise that all skills are based around a limited variety of detrimental and positive effects - the illusion of having a vast arsenal available is ruined. Well, it was ruined for me.

    There were a few exceptions - and I clearly remember a nice Assault Rifle skill with some kind of laser dot which was pretty cool.

    But when I first laid my eyes on the skill wheel, I was blown away - and I thought the game had a tremendous amount of variety.

    Turns out that was mostly an illusion - and it was really just a handful of abilities with different names and some awkward animations.

    I'm exaggerating of course, but you probably get the point.
  • PyukPyuk Member UncommonPosts: 749

    Honest answer?

    Because it's hard and makes you use your brain.

    Plus the combat mechanics are terrible. I love everything about TSW, but it's the dull, uninspired combat mechanics that drove me away and keeps me from coming back for more than an hour every 4-6 months.

    I make spreadsheets at work - I don't want to make them for the games I play.

  • observerobserver Member RarePosts: 3,685
    Because of Combat, Models, and Animations.
  • BloodaxesBloodaxes Member RarePosts: 4,151
    I honestly didn't mind the combat, what I didn't enjoy was the abilities. 

    Not for their animation but for that huge wheel of abilities I couldn't find much diversity besides certain abilities dealing different type of damage. Whenever I got a new ability I would notice this deals the same damage as my current one and thus I didn't switch that much abilities.

    I didn't reach that far into the game tough just right after the park. Sometimes I am tempted to install it again and give it another try, maybe someday I will.

  • BascolaBascola Member UncommonPosts: 425
    I also don't like the combat. it was a good idea with good graphis but get boring fast
  • KazuhiroKazuhiro Member UncommonPosts: 582
    Godawful combat/ability system. Truly one of the worst designs in recent memory. Everything else was good/great about it though, but when the core of the game is rotten, the rest is irrelevant.

    To find an intelligent person in a PUG is not that rare, but to find a PUG made up of "all" intelligent people is one of the rarest phenomenons in the known universe.

  • Agent_JosephAgent_Joseph Member UncommonPosts: 1,331
    Never played it. Was always curious about it though.
    if you are mmo & RPG player , you should  try it, one by best mmo RPG's made after 2005 

    only EVE is real MMO...but I am impressive with TSW

  • DKLondDKLond Member RarePosts: 2,207
    Ironically, Age of Conan had a vastly superior combat system, with vastly superior animations. Also, I prefer distinct classes over a ton of generic and derivative skills.
  • alivenaliven Member UncommonPosts: 346
    Very interesting dichotomy playing out in this thread.

    On one side, the people who don't like TSW, by a large margin, seem to cite "don't like the combat" as their reason, with the animations being the major factor. There's nothing wrong with that - you like the animations, you don't, or maybe you don't care either way. That's just how it seems to be playing out in this thread, by and large.

    On the other side, the people who say they really enjoy TSW either don't mention the combat at all, or don't place much importance on it, focusing instead on the quality of the storyline, the world design, the missions, the voice-acting, and so forth.

    Essentially, one side places more importance on eye-candy and animation fidelity. The other side places more importance on depth and engaging story/content. Considering TSW is clearly intended to cater to the latter category, I'd say FC has done a great job overall of capturing their target audience.

    It's a niche game, for a niche playerbase, and that's just fine. There needs to be more games catering to a niche, rather than trying to appeal to that unattainable "everybody".
    As a supported of Sercret World im gonna say that this game got best depiction of shotgun in MMO by pure feeling. Instant booner when unleash 5 combo point finisher. So good...
  • QuarterStackQuarterStack Member RarePosts: 420
    edited June 2016
    aliven said:

    As a supported of Sercret World im gonna say that this game got best depiction of shotgun in MMO by pure feeling. Instant booner when unleash 5 combo point finisher. So good...
    I haven't done much with shotguns, yet. The weapons I've focused on have been Blade, AR, Blood, Elementalism, Pistols and fists. I'm sure Shotgun will find its way into my repertoire at some point, though.

    For myself, regarding the animations, I think they're fine. They're not amazing. They're not awful. I've seen worse (much worse, actually), and I've seen better. They suit the setting/environment fine. I would more likely be bothered by them if they were over-the-top, like in many fantasy/sci-fi MMOs, because it would seem out of place with everything else. Overall, though, eye candy just doesn't rank that high for me on the list of things that will make or break a game. If the content is fun and engaging - and TSW's is, for me - then that's all that really matters.

    Animations are a representation of what I'm doing; they're not the actions themselves. So, to me, not playing TSW because its animations aren't "top shelf", or even sub-par, despite everything else it offers, would be like refusing to eat at a restaurant known to have a good menu, and good food, just because I don't like the silverware.
  • BloodaxesBloodaxes Member RarePosts: 4,151
    Shotgun is what kept me in the game the longest.

    You just bind the auto attack of the shotgun to your side mouse button and it's like you are playing an fps.

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