Perfect Ten: Observations on Secret World Legends’ relaunch

Everyone has those sacred video game cows that are dearly special to them, carry personal meaning, and trigger fear and anxiety when messed with. In the realm of MMORPGs, one of my own cows (moo!) is definitely The Secret World, which has been one of my favorite online games since its launch a half-decade ago.

I won’t lie: The reboot of the game into Secret World Legends made me intensely nervous. I got the feeling that the game itself was on the verge of disappearing forever and that if the team didn’t get it right, this was it for Kingsmouth, Anima, Orochi, and the rest of the gang. I was — and still am — pretty critical of how Funcom’s been handling the relaunch and the need for it in the first place.

That hasn’t stopped me from playing, however. In fact, I’m logging more daily hours into Secret World Legends than I was in the past few years with The Secret World, partially due to the excitement and partially thanks to the changes that the team wrought. Now that we’re a month into all of this, I thought it was time to offer up some personal observations on how the relaunch is going, what’s working well, what needs improvement, and how I feel about the future.

1. Combat is much better

At best, I’m tolerant of action combat and reticle controls in MMOs. I’ve used them, I’ve adapted to them, but they’re still not my favorite. I always feel like my cursor is being held hostage and isn’t letting me explore the world the way I want to. That said, overall I’m pretty pleased with how combat handles now. Probably the greatest thing the devs did was to vastly reduce the time-to-kill on mobs, replacing that “slogging through encounters” feel with a faster and more dynamic experience. TSW’s combat was its biggest flaw, and while the devs haven’t made it a pure joy to play in SWL, it’s vastly better where it counts.

2. The weapon gimmicks are… gimmicky

Unfortunately, I’m just not that pumped up about the weapons or skills any more. These weapon gimmicks are tacky and give the impression of being shoehorned into a game that doesn’t really need or want them. The UI on them is distracting and some of the gimmicks are frustrating to use (hey, my rifle can now explode in my face, thank you devs!).

I also miss a lot of some of the more fun skills and the way the old game would encourage you to experiment with synergy. Now I have a build that’s solidly in place and has been since Savage Coast, and I don’t think it’s going to change going forward. There are fewer combat skills now and the ones that made the cut don’t have that “pizzazz” that makes them super-exciting to use.

3. Where are my auxiliary weapons?

I want my flamethrower and chainsaw back, darn it!

4. I’m progressing way faster than before.

Thanks to both my knowledge of the game and the aforementioned combat improvements, I am all but rocketing up through levels and zones. It used to take me weeks, if not months, to fully finish a zone at the pace of one or two missions a night, but now I’m screaming through eight or so on a regular basis. I love the feeling of accomplishment that this provides and that as a returning player, I don’t feel like it’s going to be forever getting my character caught up to where she was before. Still going to be a good few months, however.

5. Funcom still isn’t handling communication that well.

Both before and after launch, the dev team is being incredibly stingy with communication. It’s there, I’ll admit, and the livestreams and roadmap were much appreciated. But there are no official forums (um, why?) and Funcom seems incredibly reluctant to engage its community on Reddit or Twitter as a substitute.

Livestreams are nice and all, but communication needs to be more than a once-a-week phone call from the parents. More blog posts, more Q&A sessions, more official talk on Reddit, and more answers in general would be appreciated. Also, the whole “not having a forum” thing comes off as being both cheap and neglectful. It’s weird.

6. The graphics really aren’t that improved.

I don’t know what Funcom was talking about when they were making noise about improving combat and animations, because aside from a few new weapon flourishes, everything looks and handles pretty much the same as before. There is no graphical facelift here (other than player character facial models), and in a few places, the NPCs actually look worse/a little broken. Some of them have puppet-like jaws when they talk while others show glitches in their cheeks and necks.

I always thought The Secret World was a visually evocative and occasionally beautiful game, so a complete graphic revamp wasn’t really needed in my opinion. But this is like a “nothing revamp” more than anything else.

7. The new business model is a little strange.

As a lifetime subscriber, I’m playing a different game than the F2P crowd, which has to deal with much longer mission cooldowns and other restrictions. But generally it doesn’t appear to be that bad. The store is more integrated into the game’s UI than a separate entity, occasionally making its presence known if you want to buy more inventory space, shop for specific outfits, or purchase AP boosters when you run out of points. Otherwise it sits in the background and keeps to itself.

I’ve heard it said that the studio is being really stingy with how much you can unlock in terms of inventory and sprint without resorting to premium currency, and I agree here. Inventory in particular seems rather low, with only 45 slots for a max without aurum. That’s kind of paltry when you’ve got dozens and dozens of items on hand for upgrades and fusions and whatnot.

The one thing we do see, and see a lot of, are those purple lockboxes. It’s both strange and frustrating that regular mobs don’t drop loot these days save for the lockboxes, because it makes those purple monstrosities all the more in-your-face. And since I get a free key a day and have been opening them since the start, let me tell you that the odds of getting anything good are really dang low. Don’t waste your money.

8. The playfield teleport is my best friend.

One of the best changes for the reboot in my opinion is that you can now use the teleport interface to jump whole playfields. This takes so much aggravation out of having to backtrack and use portals when you can go from, say, London to Egypt with a button click. It also makes heading back to Agartha for socializing and services more palpable, since I won’t have to be staring at a long travel time to get back to where I was.

9. The mission flow and level restrictions weren’t necessary.

While the missions mostly remained the same, the devs did monkey around with how the zones unlocked and how they wanted to guide players through areas. My opinion? It really wasn’t necessary. Telling me that I can’t access a certain quest because I need one more level or I haven’t fulfilled a new prerequisite goes against how TSW used to function, and it chafes a bit. Once you over-level everything it ceases to be as much of an issue, but I wish it wasn’t there at all.

I’m trying to stay open to the main storyline and how the team has woven some previously independent quests into it, and I guess it works? It’s odd and a little confining, but only to those who have played in the past.

10. The core of the Secret World experience has been preserved.

Apart from generally having a lot of fun, the best thing about the reboot for me is that what I consider the core of the Secret World experience — its world building, its lore, its cutscenes, its characters, and its mission ingenuity — is still present. It might be a little streamlined or dumbed down in a few cases, but for the most part it’s the same game that I’ve been playing and loving for years. Mobs can still kick my butt if I’m not paying attention, sabotage missions can still be frustrating, investigation missions are neat to solve even if I’ve done them a few times before, and many of the NPCs still make me smile and laugh and empathize as I did in the past.

I still have concerns, yes, but not fears, and that’s a relief. I’m genuinely excited about where the game is going past Tokyo, and I hope we hear more about that very soon.

Everyone likes a good list, and we are no different! Perfect Ten takes an MMO topic and divvies it up into 10 delicious, entertaining, and often informative segments for your snacking pleasure. Got a good idea for a list? Email us at justin@massivelyop.com or eliot@massivelyop.com with the subject line “Perfect Ten.”
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45 Comments on "Perfect Ten: Observations on Secret World Legends’ relaunch"

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wonderrat

I’m happy to say blood and elementalism “gimmicks” don’t feel like gimmicks to me at all. Blood’s especially adds some tactical depth to the game and makes me think about what I’m doing.

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John Dietl

I agree with this list except for number 1. The new reticule control scheme is a dealbreaker for me. I liked clicking on stuff. And I miss the skill wheel.

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John Mynard

I agree, the shotgun gimmick of different ammo types is kinda spiffy and I wish it made more difference. But the pistols gimmick of random damage bonuses is silly and impossible to build for practically speaking because you nerf yourself if you do.

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Malcolm Swoboda

Mixed-Positive. Maybe Positive. I’ve reached Lv 50, working into City of the Sun God, and completed all 4 previous zones except for total special achievements (especially Unseen) and legend collection. So I’m touching into max level content, but not really endgame.

In terms of Steam, I’m bracing for a Mixed response. More will impress me, less will surprise me.

I’m enjoying myself more than TSW. I think I agree with their changes more than at least some (louder negative) feel about them. I do agree with some that SWL just does not go far enough for what a proper relaunch should be, but also think there are more substantial changes that happened than they’re often given credit for, and I either don’t mind or approve of certain things that are most complained about.

In terms of advancement, as F2P doing all content at least once, I’ve reached Lv 50, mid-levels for weapon skill, all active abilities unlocked for my two weapons and I’m working on capstones and a third weapon now, 2+ lines unlocked for the passives for my two weapons, and my gear is a mix of maxed greens or leveled or maxed blues, with other gear like prepared other weapon types and talismans being in-progress. Sprint IV unlocked and I’ll get around to V. 45 inventory slots and I’ll upgrade that when I actually really feel the pain.

Others are obviously ahead of me. Regular players are in ‘Blues’. Frequent players or payers are in ‘Purples’. Whales or grinders are in ‘Oranges’. Big whales are in ‘Reds’. But for what I’ve played and how I’ve decided to play, I’m currently in a good stage of progression and I don’t feel hampered, 5 zones in and just hitting level cap. Of course we’ll see with August, Tokyo, and beyond. Will Blue progression be painful, or just nicely expected? Will Purple progression be the end of the road, or just where I’m comfortable at for months? Will I even reach Orange/Red/multiple full gear sets/all weapons maxed in any reasonable time (months, not years)?

I haven’t had most of the worst bugs/crashing that others have been getting, thankfully. Performance is overall better than before, but I agree that the engine and game still needs significant programming and designing love.

I rate TSW a 4/5 for my sensibilities (and when it comes down to it, a 5/5 for how it draws me in), but the treatment of the game declining to a 2-3/5 as the years went on. This relaunch so far is a 3/5 – though I really desired a ‘4/5’ – and its enough to keep me pushing on for a month, but I’m not certain I’ll keep it going for the rest of the year, and I have no clue about after. But I can’t say I’m not enjoying myself. I am, and I think much more has improved than worsened. If Fall actually cracks more of the game into shape, I can finally see myself putting at least $10s+ towards the game. As it is, I’m uncertain about the future and I’m just enjoying what’s there for what it is.

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Karinshastha

I’ve heard it said that it’s possible to have mixed feelings about something while playing it daily, supporting it financially, and hoping for the best. This is exactly what I’m currently doing with the caveat that I’m not so bright-eyed about the ubiquitous, miserly RNG that permeates pretty much every aspect of the game – hidden or in plain sight – even for those who throw down major cash. Your source(s) undoubtedly touched on the lack of monthly cash shop currency allotments for patrons which would allow them to slowly save up for inventory slots and Sprinting V/VI. This would be an excellent way of allowing one to eventually purchase otherwise expensive things “offline” in a manner vaguely akin to something like EVE’s passive skill training system.

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Nick Smith

I am so there when it rekeases on steam. Is that soon? If i remember right it was in Aug.

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Malcolm Swoboda

Next week.

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Anthony Clark

I’m enjoying it greatly. I find myself playing it daily.

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Tithian

About #4: I get the feeling that they made it so only relatively few missions would be mandatory for someone to complete the main story. That way if someone want to do only (for example) Sabotage missions (weirdos) he would not have to get too involved with much of the zone to progress. And it will probably be a lot easier for people to catch up fast with the main Story to get into Tokyo, especially with the Steam launch being imminent.

I did full clears in the first few zones and yeah, I was level 50 when I got to the City of the Sun God. Felt weird, but at the same time revisiting older areas to do Investigations or Sabotage is less of a pain in the ass.

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Malcolm Swoboda

I reached Lv 50 in very early COTSG, but like, that’s not a really bad deal. You’re supposed to reach 50 in that zone or Besieged Farmlands latest. All I accomplished was more times of mobs being greyed out, making some missions easier to deal with.

I do want Hard Mode zones but I’m perfectly fine with leveling zones in themselves.

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Rolan Storm

Content will live on – that’s good. Blood Magic is da powah! – good too. Everything else will be sorted out one way or another.

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Bryan Correll

I also miss a lot of some of the more fun skills and the way the old game would encourage you to experiment with synergy.

That’s my main complaint with the reboot. Combat may be faster paced, but the ability to make interesting builds is just plain gone. There are a few ‘fun’ abilities, but with most weapons (especially those where the weapon’s gimmick requires its own slot) you’re simply not going to have room for them.

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Brown Jenkin

1. Combat is still awful but it is like orders of magnitude better than the original TSW. It still isn’t really action combat but it is definitely a step in the right direction from what we had originally.

6. I didn’t even know the graphics were supposed to be improved, they remain awful, period.

7. The business model is fine by me frankly, folks seem to be up in arms about endgame and the F2P model. Honestly TSW’s “endgame” was always trash (as is most MMO endgame) so I just haven’t worried about it. I’ve had zero issues with inventory space to date, not sure why you have dozens and dozens of items on hand.

9. You’re right about mission flow and level restrictions… but then level restrictions and vertical progression generally speaking are stupid and shouldn’t exist. I wish we could get past this crappy model as a genre, all it does is separate players and prevent them from playing with each other while offering the illusion of increasing strength. Increasing “power” is irrelevant if you’re always going to fight more poweful things… if those “more powerful” things just have more stats… this is even more pointless.

10. Yep, it is still the Secret World and frankly all I wanted was TSW with non-horrible combat, and I got that :)

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Rottenrotny

Overall, I’m having a good time, but I haaaaaaaaaate the gear leveling system.

I have max level blue items but it’s a mix of tank and dps stuff.
Recently found out that I need all tank or all dps talismans to get do elites.

So basically I wasted weeks leveling gear that I don’t need and the only way to correct this is to grind 9999 greens or open up my wallet and shell out IRL $ to skip the grind.

P2W much??? Total garbage.

I’m not supporting their P2Skip bullshit so I have weeks of grinding greens to look forward to.

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Brown Jenkin

Oddly I really prefer this gear leveling system over the MMO standard of waiting for phat lewt drops in dungeons. Select the gear you want, put time and effort into it… love everything about that.

ernost
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ernost

Oddly I really prefer this gear leveling system over the MMO standard of waiting for phat lewt drops in dungeons. Select the gear you want, put time and effort into it… love everything about that.

The problem is that this system is the worst of both worlds; you have to “wait for phat lewt drops in dungeons” (3 pip gear with the “right stats”) AND you have to then upgrade said gear.

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Rottenrotny

Fair points, but I would prefer a mix of the two.
Random drops + a way to work towards upgrades.
I guess the WoW style works well for me. You can get dungeon drops or you can gather mats and make your own gear. My only issue with WoW is that the crafted gear isn’t the best stuff in the game.

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Brown Jenkin

Yeah my problem with that system is linked to my problem in vertical progression. Essentially it makes all earlier content pointless. You figure out where you get your best drop, you go get it, the end, your progression is *done* and you can now proceed to feel like the coolest kid on the block until you join the chorus of folks clamoring for more “endgame content”. Gear that you spend time on keeps people engaged in the game, it makes all forms of content through which you can get upgrades to spend a bit more relevant… even if SWL has shifted to vertical progression (which is dumb) this is a better way of doing it than BiS random drops.

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Jeffery Witman

Gear progression like SWL only keeps the diehards. No different from TSW, honestly. Only the die hards even tried to get close to QL11 gear because it was not progression, it was grind for grind’s sake. The only reason anyone bothered with it is because they thought it might be needed if the story ever progressed further, which it did not and probably won’t.

Cadaver
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Cadaver

Yeah, those puppet-jaws. What’s with that? Anyway, I’m really enjoying the game. I never got beyond the naming screen in TSW, so it’s all new to me. There have been frustrations. I don’t understand why it took 24 hours to upgrade to patron, and I was annoyed to discover that upgrading didn’t reduce or reset the mission timers. The lock-boxes are particularly obnoxious and their drop-rate needs to be dialed down severely. I never pick them up so they remain out there in the world. They lit up Fletcher Bay like Blackpool after I rampaged through there with my shotgun last night.

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Tithian

I think of the lockboxes as trash drops that stack. Free anima shards are nice.

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Malcolm Swoboda

-They sell for anima shards
-If patron, open one a day
-If a whale, open whatever
-If grinder at endgame, open whatever
-Stockpile them because they come out of rotation and therefore they and their exclusive contents sell for significantly more Marks on the auction house

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Brother Maynard

They should have cut the MMO part of the game the moment they knew the game would not perform as they’d hoped it would. Or at least, when they started considering dropping the subscription model.

Save as much of the creative team as possible, convert the game into a single player pseudo-open world game. No servers, no game masters and support, no live tech team. Maybe keep a limited multiplayer for dungeons as player-hosted peer-to-peer instances.

Release a content pack / DLC / expansion once a year for 9.99, sell cosmetics (weapon skins) through micro transactions / Steam marketplace.

Funcom’s strange insistence on keeping TSW an MMO might have cost the game more than its actual underwhelming sales did in the early days.

hurbster
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hurbster

I’m still bouncing around mobs doing aoe attacks, so nothing has changed there.

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BalsBigBrother

I enjoyed revisiting the story a lot and this first month in SWL has been a lot of fun. I have enjoyed seeing the Dragon narrative and world view. However I have still ended up in the same place I was in with TSW. Once you have done the story and if you are not interested in the progression dungeons the game has nothing to offer you.

Well technically that isn’t true as there is the museum stuff. However I am worried that if I start using shards for that instead of progressing my gear then I am going to be disadvantaged going into Tokyo. So that when that is a thing I will be unable to continue what I most enjoy about the game, the story.

If I could ask Funcom one thing it would be to clarify what gear level will be needed to play through the SWL version of Tokyo. That way I could make an informed choice on what I should be doing now instead of essentially spinning my wheels with dailies and not much else.

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Malcolm Swoboda

With Tokyo releasing just a couple months after ‘launch’, I don’t expect the gear requirements to be high. There may be content related to it (lair, dungeon) that is more demanding, but the story itself shouldn’t need more than Blues, maybe even maxed Greens. Its the possible Congo that we’d need to gear better (but still not incredibly – Blues+) for.

The grind is there for people to go for, and the endgame content is there for people to decide to grind for, but I don’t expect the basic storyline to start shouting at us that we need Purple+ perfect multiple sets, any time soon. P2W/grind Red geared folks can and will steamroll over it (which is why I want Hard Mode open zones attuned to whatever the current endgame expectations are; Purple/Lv 50/8 weapons/etc at the moment), but they’re Red in order to 1)feel on top, 2)most easily deal with the deliberately hardest content (currently lairs, scenarios, elite dungeons, prepping for raids).

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Koshelkin

I expect that Tokyo is balanced that you can keep going after finishing the original storyline. So Level 50, 2 fully specced weapons and maxed out blue gear should suffice.

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Malcolm Swoboda

I expect so too. Even maxed green gear might be okay, even if barely, as long as everything else is on-point (it’ll still be more geared for blue than green). This is all ‘Chapter 1’ and that kinda speaks ‘Green gear’ to me, for main story content. But yeah, endgame and whatever ‘Chapter 2’ will be, will probably always prioritize Blue gear first and we’ll move on from the ‘earlier leveling Green gear’ totally. Okay, just my expectant guess.

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BalsBigBrother

That is a reasonable guess but guessing and knowing are not the same thing :-)

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Hirku

This first month has been a big success for me personally, but the next month is the only one that matters.

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Theodrax

There’s definitely good and bad. First off, I never got past the Savage Coast in the old Secret World. I really wanted to, but the combat was so onerous. I went out of my way to avoid it. I got to fights I just couldn’t do, probably because of bad builds, but I couldn’t bring myself to slog my way up to try another build.

The new game moves and flows so much better. I’ve already gotten farther then I did before, and I’m typing this why I wait for my client to finish patching so I can get back in. More good then bad for me then, as I can’t wait to go play.

I do see some things that annoy me, or I see as potential problems later down the line. I don’t want to go on forever but here’s my top three at the moement.

1) The lock boxes are just to damn in your face. I appreciate that they need to sell lock boxes, and that’s fine. Giving us SO MANY boxes, that even if I wanted to dedicate all my recreational cash to this game (which I don’t) I couldn’t keep up , is a bit much. I’m a subscriber so I’ll do my one free box a day, but I don’t anticipate opening more. I haven’t gotten any loot from one yet that makes me go “ooohh, bust have.”
2) The equipment progression. It’s not to bad right now, as I’m only in Savage Coast and dealing with blues, but I can see how this will become super painful later down the road. To much crap has to be carried and grinded with not enough inventory space. I’ve heard people complain when they get an awesome piece of loot because now they’re going to need to spend hours grinding it up before they can use it. You should have a reasonable expectation of being able to use your awesome loot fairly shortly after getting it.
3) Others might not agree with me here, but I don’t find the patron benefit all that great. The lockbox key a day is good, but I really liked some of the benefits of the old Secret World. I like playing dress up in this game, so I want cosmetics. Either cash to buy them, or a free unique cosmetic each month like the old game had. Let me play with my dress up dolls.

Well that’s it for now. As I said before, I do like this game. More then the original. My game just finished patching so as soon as I finish typing this I’m going to go play. I just think there’s a lot they still need to work on, and if they don’t get some of this figured out it’s going to start causing problems or driving people away.

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Brown Jenkin

I appreciate reading this. I mean I know TSW had lots of loyal fans (the game was brilliant) but the combat and complexity definitely chased people away. My wife also never got off of Solomon Island in large part due to those two aspects of play. Oddly the lockboxes really don’t bother me at all, the equipment progression… while I hate HATE linear vertical progression in MMOs, I actually prefer this approach over the repetitive dungeon grinder for phat lewtz MMO standard. And yep, Patron benefits… not sure why anyone would pay for that stuff aside from wanting to support the game on GP.

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athiev

So Google Trends data suggest that SWL’s audience right now is about 4X bigger than TSW’s audience was during its epic content drought. At the one-month mark post-launch, I’m not sure that’s great. After all, the game hasn’t yet stabilized and the trend line still seems to have a pretty notable negative slope.

Assuming that Funcom didn’t spend much on the relaunch, it’s almost surely been a big one-off economic success. But in the absense of evidence so far that the stable-state population will be much bigger than TSW’s, I guess the long-term health of the game is dependent on more intensive monetization. That seems to explain why any future story content won’t be pushed to TSW: if players can choose between a hard-sell and a soft-sell version of the game, guess what will happen? But the need for more intense monetization also draws the finish line on the game for me. For me, possible new story experiences simply aren’t worth being put on a F2P factory farm.

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Jeffery Witman

They’re gambling big on the Steam launch, and I can’t imagine why. The Steam regulars are going to tear this game apart as it is right now. At best the relaunch has been a lateral move for the game, IMO. The improved areas are balanced out by the worsened areas of the game, and that’s why the trend line isn’t looking better.

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CthulhuDawg

I didn’t make it past the free month that came with the box purchase. I linked my old account to get the goodies for that and I’ll be giving it a go when the Steam release happens. It seems like my kind of game story and theme wise so here is to hoping it sticks the second go round.

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Dug From The Earth

For the short term, I feel that the reboot was 150% successful. How you say? Did the reboot make the game that much better? I think it improved some things, and left others hanging from the ledge of doom. Overall, I dont think the game is any better or worse than it was before when you add up all the new good things and the new bad things.

So why do I think its 150% successful? Simple. Its got TONS of new players, something the old version wouldnt have been able to do no matter how hard it tried. How long these players stick around however, will determine the level of the long term success.

xpsync
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xpsync

I don’t call it a reboot anymore, it’s more like Secret World done right.

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Brother Maynard

TSW has not been done right since Ragnar and Joel left. Especially Ragnar.

xpsync
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xpsync

I’ll give you a thumb up as Ragnar was integral, however TSW always felt almost there for me, never could keep me, now it’s all i crave to play, and that’s the key word crave, i literally can’t play it enough, i make time to play it more.

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Rolan Storm

And I agree with both. Secret World supposed to be done like SWL since launch. On the other hand when Ragnar left it was no longer the game it is supposed to be.

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Randy Ward

I feel that the reboot failed. The itemization is beyond horrendous. Don’t understand how they let this go live. I was not happy about the reticle targeting change. I felt very constricted and it made coordinating attacks a big pain in the ass. It became apparent that after kingsmouth it wasn’t going to be the game I was hoping for. I played through level 50 just so I could experience all the dungeons I missed out on in the original.

To be honest, I think if they would have changed just a few things in the original it would have been fine, like some of the animations, accessibility to dungeons for story, stream lined crafting, and the removal of AEGIS. That was really all that was needed.

As it stands now, there is ZERO synergy in passives outside of their weapon or in most cases their associated active skill. This alone made me a sad panda. Everyone is the same, with the same weapons, etc…

camren_rooke
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camren_rooke

I have 200 Anime boxes. Even opening one a day for a month and selling almost a hundred I have 200.

One day when i have thousands, I will make a giant fort using all the purple boxes I find!

Then I will kick the Filth, the Illuminati, Kyra and even the Bees from the planet.

Only Nassir can stay…

and Norma. Cause Norma.

Jokes aside, I am enjoying it a lot but there are still some really wonky things that could be improved upon.

Some of the missions are still bizarre and send me scrambling for a walkthrough, (I’m looking at you IMMERSION).

The use of /reset to do certain missions kinda suqs now as too many deaths causes you to suffer combat penalties. It’s never set right with me before as /reset always felt like an out of game mechanic being used for ingame functionality. Just give me a power that lets me enter the Fade/Shadows/whatever you want to call it and don’t penalize me for dying when the game MAKES you die to complete missions.

Still think some things need to be hardened up a bit as they are too face-rolly and I’m the biggest care-bear I know.

Somewhat Eclectic
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Somewhat Eclectic

The old cache crates got switched out today for ‘infernal crates’ with different weapons and cosmetics. So if you’re not going to sell those old agartha caches to the vendors may I suggest putting them on the auction house. They’re apparently going for a pretty decent number of marks.

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Bryan Correll

and Norma. Cause Norma.

Well, now that’s wicked kind.

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Paragon Lost

In the end, it was a mixed bag to be sure. One that I’m not convinced was needed. I still strongly feel that improving the original and fixing what was wrong with it was the way to go. Nice read though Justin. :) I love this comment btw….

” I always feel like my cursor is being held hostage and isn’t letting me explore the world the way I want to. ” -Justin

Soo much this add to for me the penalty of it making me motion sick and you have a no play for me. Again, that’s for me, I get that many love the changes ( I refuse to agree that most of them are improvements) with the introduction of SWL. Hell I’d even roll with it if they were going to continue to support TSW, but they aren’t.

A five year old mmorpg is dead at a time when it should be reaching maturity in development, in my opinion. That’s something I won’t get over any time soon. Great list and read Justin, I’m always a fan of the “perfect ten” articles. Keep em coming.

wpDiscuz