#TSW: The Atmosphere

The Secret World has been out just shy of a month now, at least for those of us who pre-ordered.  At this point I have racked up roughly 170 hours, including some played when Raptr was not watching.  As of last night, I have completed the main storyline of the game.  I still have a good chunk of Romania to complete, but as we got into the last bits of storyline it was like reading a book that you just couldn’t put down.  I had to keep moving the main quest along to see the conclusion.

I am not sure what all I can say without giving anything away, but I will suffice to say I am looking forward to the monthly episodic updates.  To point if you divide it out, I’ve put in a bit longer than 20 hours of gameplay per zone.  All through Solomon Island, I was running about 35 hours per zone.  So why did my time spent in a give zone get shorter?  Well honestly the story just kept getting better, and I felt the drive to see the next tidbit all the faster.

As a result I’ve left a good chunk of content to go back and experience in every zone since and including Blue Mountain.  I have lore and quests to find, places to explore, and buckets of AP to earn.  I am still extremely happy with my shotgun/swords build, and as a result I am pretty much chasing down the various other decks now to get the outfits unlocked.  Currently I have Paladin and Puritan, and will likely finish out Executioner tonight if I get the time.

Normally this is the point at which I get the desire to start an alt.  Odd thing is, this time, the way that Secret World is set up, I feel like I still have so much more of the world to see and do.  I’m slowly working on getting the various Elite dungeons done with some friends, and am still miles away from being able to challenge the Gatekeeper and unlock Nightmare modes.  One of my guilty pleasures right now is running around the world, soloing Lair and Nightmare content.

I think more than anything the thing that is keeping me absolutely hooked is the lore and atmosphere.  This is the first time in a long time, that I want to know everything I can about the game world, its settings, and the characters.  So much of the game feels familiar to me, as I spent years playing the various World of Darkness games, renting B horror movies, and reading up on as much occult lore as I could get my hands on.  Stepping into The Secret World has been like discovering an old friend that I somehow neglected along the way.

I completely blame MMOGC for this post, because she talked about going back and watching the various trailers that were released for the game.  Of course I had to go back and do the same.  What shocked me the most is just how accurate a view of the in game atmosphere they give you.  Looking back I found myself noticing little places like the Horned God Bar in London, that how have become rather familiar.  This is the first time in a long time that a series of pre-launch videos give a really accurate portrayal of what the player can expect.

So now I will break for the gratuitous videos!

 

Everything is True Trailer

 

Dragon vs Hellspawn Trailer

 

Templar vs Revenant Trailer

 

Illuminati vs Failed Experiment Trailer

 

Tokyo Incident Trailer

 

Pre-order Trailer

 

Blue Mountain Trailer

 

Launch Trailer
If these videos don’t make you want to go home and play, then nothing likely will.

If you still want more of The Secret World, you should totally check out the Enochian Frequency podcast.  I’ve long been a fan of Petter Mårtensson and his podcasts Claims of the Normal (with Breki Tomasson and Arkenor Oakshadow) and The Three MMOsketeers (with Arkenor Oakshadow and Teppo Tastic), and this one brings the same kind of “not too hardcore, not too casual” mix to The Secret World.  You should add it to whatever podcast program you use and listen frequently (as well as to the other podcasts, though Claims is winding down sadly).  These are pretty much the only podcasts I try and make a point of listening to each week.

Assorted Secret World Tips

On June 29th The Secret World head start began, and from that point on I have been pretty radio silent.  I’ve mulled over what to post, but each evening when it came down to the decision of blogging or playing… the game has won out.  This is the first game in awhile I have had the burning drive to go home and log in each night.  At this point, it is a little far past the appropriate time for a launch impressions post, so I’ve decided to completely skew that and go in a different direction.

Quite honestly the game is just so much better than I originally expected it to be.  While it is most definitely not going to be the game for everyone, it seems to have nailed pretty much all of my triggers.  For years I have said that if a game ever released, that had as detailed of a world as Everquest 2, and a fun combat system I would be hopelessly hooked.  So far it is shaping up that The Secret World might just be that game. 

It still has some pretty major bugs, both in quests and the game client itself.  Right now the chat system is a complete mess, with all of your configuration settings for your chat tabs getting reset every time you zone.  Hopefully with times these growing pains will work there way out.  They have been releasing patches pretty frequently, and have set a pretty lofty goal of a new episodic content patch each month.  Only time will tell if they can live up to these.

Tips for a more pleasant experience

The Secret World if nothing else is a very unique and different take on the MMO game.  As a result there is a pretty steep and often times brutal learning curve.  There are numerous little things I have come across, or figured out that I think will ease the transition.  This is by no means an exhaustive list, but more some bullet points I think are worth mentioning.

Get Your Secondary Weapon Fast

Regardless of your faction, part of the quest line takes you to some sort of outfitter where you can play with the different weapons and pick your primary.  The combat system doesn’t really come into it’s own until you have two weapons.  Various combinations play off one another, and your builders build resources for both weapons at the same time.  You can get some quick burst damage by dumping both weapons at the same time.  The problem is that it might take you a bit to acquire a second weapon naturally through gameplay.  One poorly documented feature is that after completing your initial weapon quest, you can simply walk right back into the room and pick up a secondary weapon.  The NPC tells you that you can come back at any time if you want to change weapons, but it isn’t implied that you get to keep your original choice as well.

Melee and Ranged Together

One of the things I have noticed, is that this game seems to like to present you with conditions where you will need to melee down something, or kite something, and often times during the same encounter.  My friends who have chosen a melee/ranged combination like myself seem to be moving through the content pretty seamlessly.  However those who have chosen a pure melee, or pure ranged path seem to often times be gimped in some manner.  Being able to quickly switch between a ranged encounter and a melee encounter just seems to make life a bit easier.

Melee Paths
  • Blades
  • Chaos
  • Fist
  • Hammer
Ranged Paths
  • Assault Rifle
  • Blood
  • Elemental
  • Pistol
  • Shotgun

Personally I have chosen Blades and Shotgun, because it fits my personality and what I wanted in a character.  But any combination of ranged/melee seems to work fairly well.  Once again TSW seems to be a game that really hates pure melee characters, but I have noticed some limitations on the pure ranged characters as well.

Getting Stuck?

While there are still a few bugged quests out there, the vast majority of the time, we simply don’t know where to look for the answer.  The Secret World is a game that prides itself on forcing us to use our noggins.  So often we are used to the game providing us a trail of neatly placed breadcrumbs that end up in a very obvious answer.  TSW tends to give us some pretty general clues, and then relies on the player to apply some real world logic to determine the results.  It is really hard to give some non-spoiler examples, but if you were give a clue about a seat of power, you might end up needing to use a phone book to determine the street address of city hall.  Often times during these quests they expect you to use the in game browser to Google the clue, or look up results on Wikipedia.  In addition to the in game assets, Funcom has created a wide number of real life websites for the corporations and locations talked about in game, each of them littered with clues.  Before you give up and get frustrated, just make sure you are using all of the resources available to you.

Bags Getting Full?

The game really provides us a lot of options for storage.  First off, a good number of my friends have missed the fact that London has a bank.  It is located through the park, behind Pangaea and beside the Tabula Rasa fight club.  In addition to this, both your bank and bags have the ability to add more slots.  They start out rather cheap, and by the time you get to where I am at 130 slots, it is roughly 150k to add 10 more.  In addition to bag storage, I periodically compact by bags by breaking everything I am not in need of to crafting materials, and then upsizing them as much as possible.  Each crafting material can essentially be converted up to a higher level at a cost of 5 to 1.  If you need the lower level materials again, you can convert back at a slightly loss getting back 4 materials instead of the original 5.  I’ve habitually broken down everything I have gotten that I could not use myself, and have in general had plenty of materials to craft glyphs, weapons and talismans, yet still be able to afford repairs and travel speed increases.

Mobs Too Difficult?

If you encounter an area of the game where the mobs simply feel too difficult, there are multiple variables you can tweak to improve your performance.  The game seems to gauge difficulty on a murky scale of multiple factors.  Essentially you are likely being held back either by overall weapon quality, or your weapon and talisman skills.  One of the things I wished I had done from the very beginning was run my primary weapon, secondary weapon, and all 3 talisman skills all the way to 10.  Maxing your talisman skills gives you a massive buff in your overall hit points, and maxing your weapon skills greatly reduces the occurrence of glancing blows.  As a result you have better survival, and can kill your mobs faster. 

Any given weapon has two different skill paths.  In the example of blades, there is a damage path that increases the damage you deal, and a survivability path that heals you back a little bit now and then.  One of the mistakes I did early, was try and level both blade skills, both shotgun skills and keep my talismans even.  While it added a bit of survival, it simply meant I was slower to max out any one skill.  If I had it all to do over again, I would level shotgun damage, blade damage, and the 3 talismans equally until I maxed them.  I plan on going back and eventually maxing out the secondary skill for each weapon, but getting to 10 on any one has the effect of reducing your glances, and allows you to equip those higher level weapons.

No Shame in Farming

If you are still struggling, then likely it is the other side of the equation…. your gear.  At several points during my leveling I have found some sweet spots for collecting gear.  Each zone you encounter has a certain level range of drops.  Kingsmouth of example has QL1, QL2 and QL3 drops, Savage Coast is QL3, QL4, and QL5, and Blue Mountains has QL5 and QL6.  In each case there are some relatively easy spots to hunt mobs that drop the highest level loot in the zone.  I spent large amounts of time in each zone trying to fill out my gear before moving on.  In Kingsmouth, the best place hands down is the field near the junkyard full of Mud Golems.  You should be able to start soloing these pretty early on, once you learn their tactics, and they reliably drop QL3 gear or at least cash/runes.  In Savage Coast, the sweet spot for me seemed to be the Draugr just off the dock near Red’s bait and tackle shop.  These guys can be solo pulled, and pretty reliably drop QL5 greens.  Blue Mountain was a bit more difficult, but there are camps of Deep Spawn near the Agartha portal.  Several of these are easily single pulled, and pretty reliably drop QL6.

New Clothing

One of the big complaints I have seen against the item shop, is the impression certain players have that this is the only way to change your outfit in game.  First up, there are many ways to get new clothes without spending a dime on the cash shop.  There are many items that you can pick up through quests or through skill unlocks.  Dulfy has a compilation of all the items and how to get them, that she keeps pretty regularly updated.  In addition to this, there is the Pangaea store in London.  In it you can choose from hundreds of items, purchased using the in game Pax currency.  Dulfy has a nice compilation of the various fashions for women, but I assure you there are just as many cool looking options for guys.  It is reported that in the 31st patch, we will be seeing additional clothing stores, with hopefully more options.

Keep That Weapon Graphic

If you find a weapon that you really like the look of, you can keep that appearance indefinitely, it just takes a little work.  In every zone, there will be a camp (usually several) of Council of Venice personnel. These camps sell various items for the token currency you earn through completing quests.  This is a great way to get blue weapons and talismans, as well as various crafting kits.  In addition to all these things, there is a rather unassuming item they sell.

Casting Kits cost 30 tokens, and are used in changing the appearance of an item.  A word of warning, using the kit will consume the weapon you are “stealing” the appearance of.  Essentially you purchase a casting kit, and open your crafting window with Y.  Place the kit in the tools slot, and the weapon you want to take the appearance from in the materials window.  This will destroy the original weapon, but give you a blade mold in its place.  Finally take the weapon you want to apply the graphic to and blade mold into the materials window, just like if you were swapping a glyph.  The end result will be the appearance of the weapon you used to create your mold, applied to your current weapon.  I’ve used this process numerous times now to keep the Tyrfang appearance from Polaris on whatever I was using as my current blade.

Tacos are Tasty

Finally I have a super important tip, at least if you like Tex-Mex.  In the Haitian Market, which is located in the Darkside neighborhood of London, there is a vendor that sells Tacos.  If you have perused your achievements you will notice an achievement called "Tex-Mex T. Rex" for eating 7,460 tacos.  Thing is this is not just a vanity item, anytime you eat a taco, it massively buffs your out of combat regeneration for a short time.  Always keep a stack handy for those situations where you might be getting another mob any moment.  You can regenerate back to full pretty quickly while aided by their crunchy goodness.

The Secret World Impressions

[update]  The beta weekend continues Friday 5/18.

TSW_LogoScreenAt this point I have spent about 6 hours in total running around in Funcom’s latest MMO, The Secret World.  Up to this point I hadn’t really fully decided if I liked the game or not.  From what I am seeing floating around, seems like most people are having similar mixed emotions.  The game is an odd mixture of really good elements, and horrifically bad elements.  Up to now I wasn’t quite sure if the good were good enough to make me ignore the bad.

The Ugly and Awkward

TSW_Cutscene_stifflegsThe Secret World focuses heavily on the story of this dark setting.  The problem is, the cut scenes and voice acting that make up the otherwise well written story are tragically bad.  The motion of the characters are rigid and mannequin-like as then bend in impossibly puppet like directions.  The voice acting varies greatly between extremely well done, to tragically confused accents.

The saddest part about this is that the dialog is actually extremely well written.  The characters are interesting enough to make you take note of them and remember their names.  They weave a story of a world gone wrong.  Instead of giving it to you in a sea of quest text that you likely wont ever read, you have to draw it out of the characters a line at a time.  In traditional roleplaying game fashion, each question has multiple answers, and talking to the NPC yields different results each time.  When you have heard all the possible results, a green check mark shows up at the end of the prompt.

TSW_CutscenesStiffWristSo the game world is intricate and engaging, but you are forced to sit through a sequence of awkward cut scenes and often times lousy voice overs to get to the meat of the game.  In SWTOR you could skip through the voice over, and still be able to read the text by hitting the spacebar.  Unfortunately right now there is no option like this, and you are forced to make a decision between sitting patiently through the rough movies, or skipping them entirely with the escape key and having no clue what is actually going on.

TSW_CutsceneTaxiThe biggest detractor the game has right now is the fact that in order to get into any action at all, I had to sit through literally 45 minutes of cut scenes and fed ex quests in London before I could actually go do anything interesting.  I’ve heard this intro was unique to the beta weekend, and I really hope they either greatly reduce it, or remove it entirely.  Once you get to Kingsmouth the game becomes fun and interesting, but up to that point you feel like you are having to suffer through a mile of bad road.

The Really Good

TSW_DinerThe atmosphere of the game is amazing.  When you land in Kingsmouth you are surrounding by a town besieged by zombies and other things that go bump in the night.  Little gatherings of survivors fight to stay alive in the midst of the ravenous hordes.  The game feels like a really good World of Darkness gaming session.  I was expecting to need to roll 7d10 for Initiative at any moment.  It has been years since a game made me physically jump, and as I wandered around the small town, I jumped several times as a zombie horde rushed out of hiding at me.

TSW_MuseumThe game is pretty much standard role playing game fare, talk to NPCs, get a quest and them complete it by following on screen guidance.  Where the game differs greatly however is the fact that your standard MMO trope of batching up a bunch of quests simply does not work here.  The system really is designed for you to focus on a single quest, and then follow it through to its logical conclusion.  When you pick up additional quests they go into a 6 quest queue, but only one can be actively worked on at a given time.

TSW_QuestNoteI actually found myself taking notes as I played, trying to remember where I had seen quest objects in the world to interact with and accept the quest after I finished the one I was on.  I found a severed arm, a damaged pda, a suspicious body, forgotten mail, all beckoning me to figure out what exactly was up with each.  Over the hours of play, I have been working my way through a laundry list of objectives I found both from various NPCs and out in the “wild”.

Level-less system still has levels

TSW_AbilityWheelI went into the beta assuming this would be the case, but there is no such thing as a level-less system.  While there is no magical number that appears on your character, there is a mechanism in place that determines how well you perform verses the various mobs.  I have not entirely reasoned out how it works, but it seems as you gain more Skill Points and Anima Points you gain additional hit points.  So essentially, the number of points you have accumulated roughly equates to your level.

TSW_SkillWindowMonsters in the world have a “con”, just like they do in any other game.  White mobs are roughly equivalent to your own level, and Yellow are much harder.  I’ve heard there are other colors that denote different relations, but to this point I have not encountered them.  Normal mobs are marked with a dot, if you see more than one icon on their nameplate, it means they come as part of a group.  I’ve run into several mobs that are marked with a flag, and they seem to be some form of a mini-boss classification.

Atmosphere: Dice Included

TSW_InventorySo essentially you have all the same characteristics of a traditional mmo, they are just wrapped in a more pen and paper dynamic.  Honestly the entire game feels like it came from one of my late night Werewolf: The Apocalypse sessions, tracking down the taint of the Wyrm.  One of the first equipable items I got as a drop, were Dice.  I can see several different games here.  Parts of it feel like Matrix Online, other parts like Grand Theft Auto 3, and even others like the early PSX Survival Horror titles.

TSW_DefendBarricadeAs I walk down the foggy streets near the shore, I had multiple flashbacks to playing Silent Hill.  Honestly so far I have yet to see any reason why this game has to be an MMO at all.  The atmosphere is great, I love the town, the abandoned cars, and the crude fortifications the survivors have thrown up.  One of the early quests I did involved helping the Sherriff defend the barricades against hordes of oncoming zombies.  Each time a new wave would spawn in the distance, a “tornado” siren would start up warning against their arrival.

Forgettable Combat

TheSecretWorldDX11 2012-05-12 21-42-25-13At the beginning of this post, I mentioned that I had withheld my opinion on whether or not I was able to look past the bad and see the good.  As I have played the game more, around hour three, it started growing on me.  I can see the potential I guess.  The game is still very rough, there are a good number of awkward and confused things about it, but there is also a good deal of raw intricacy there.  Part of the reason why I love Everquest 2 so much, is because the game exudes depth, and even in one small coastal town I can see depth to spare.

TSW_ZombieCombatThere are going to be several folks that will be turned off as a whole by the game.  I’m nearing the end of at least one of the skill trees, and to this point combat is still wholesale forgettable.  I went with a blades build, that overall feels much like the Katana Scrapper in City of Heroes.  So far however, it seems like my PBAOE resource builder attack, is somewhat of an I-Win button.  I can run into a pack of zombies and just brainlessly spam it until I win a prize.

TSW_BigBaddieWhen I face bigger baddies, I have to use more or two other attacks, but overall the combat is pretty mindless.  So long as I am careful with what I attack, and watch out for drawn areas on the ground to avoid, I can pretty much defeat anything without much issue.  That isn’t to say that I have not taken more than my fair share of deaths.  Before I had the basics of the “con” system explained to me, I was trying to take down mini bosses and much higher level monsters that I could realistically handle.  The big problem is, nowhere during the tutorial does it ever explain how you should actually play the game.

The Rundown

TSW_GodBlessTheInternetSo far I really like what I see.  I like the look and feel of the world.  Unfortunately the game has a long way to go before it will be ready for the bulk of the MMO market.  By the large number of negative reviews I have already seen this weekend, the game is just accessible enough for most people.  Personally I am looking for games more like EQ2, and less like WoW/Rift/SWTOR.  So all the extra fluff this game has, really appeals to me, and I can look past some of the akward combat and cutscenes for the time being.

TSW_RoofWhat has me most concerned is the fact that this game is supposedly shipping in roughly a months time.  Based on the multiple alphas and betas I have participated in over the years, I see multiple months worth of solid work here.  If this title launches as it is, I am afraid it will fail to find a stable market.  I know now that I will likely play it when it launches, but I will also be playing EQ2, GW2, and probably others.  The game has to be a bit more polished than it is now if it hopes to win even my full attention.

TSW_Combat_MinibossI am looking forward to spending more time working through Kingsmouth.  I hope by the next beta, we see a good amount of polish applied.  I am really hoping that they can poke and prod and tweak everything to make the overall experience better.  They’ve nailed the atmosphere, and they have some really good writing, the delivery just gets lost in all the lousy animation.  Hopefully they will work on all of this, because I see a game that will be really fun if they do.

TSW_ArgarthaUltimately the final challenge will be in pumping out the content.  SWTOR was a fun theme park ride, but after riding the roller coaster to completion three times, I just don’t care to ride it any more.  The storytelling, voice, and cinematics were an amazing tour de force.  When the story is over however, there just was nothing left I cared to do.  The Secret World will have to find a way to avoid the same trap WoW, Rift and SWTOR didn’t.  The end game has to be something other than raiding, pvp and dailies.  Here is to hoping they find a way to make the game stay relevant once you reach the ultimate cap.