Secret World Legends: UI changes, blade combat, and City of the Sun God

    
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Secret World Legends: UI changes, blade combat, and City of the Sun God
The latest Secret World Legends dev stream dished out another serving of information as closed beta continues through the fourth phase. Along with showing off UI changes and combat with the blade, the team offered a number of other tidbits related to City of the Sun God, levels, dungeons, and more.

The UI had many adjustments, including simplifying player nameplates by removing faction, rank, and such (they are a part of the inspect system now). Folks who don’t like the obtrusive reticle will be happy to know that it can be changed to a dot as well as be moved to an over-the-shoulder view. More customization is in the works, including an option to make it disappear completely. First-person view has likewise been added.

Funcom also demonstrated combat using the blade with its specialization, spirit blade. On a related topic, players will also unlock a special capstone ability upon unlocking all weapon abilities; this capstone will increase in level for each additional weapon capstone that is unlocked.

As for City of the Sun God, Game Director Romain Amiel told viewers that the zone has “a whole bunch of new missions.” On top of that, there will be special devices to fling players around the map. Other tidbits include the news that missions can be both paused and resumed from the mission window, dungeons will scale more (players could conceivably solo the 3-man versions, but not 5-man), a separate mission slot has been added for investigation missions, and the level cap is locked at 50. For all the details on these and other changes, kick back and watch the full livestream below.

Source: Twitter

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Peregrine Falcon

Have TSW:Legends team never played a third person shooter before? Ever?

If you’re going to reboot a game because of a big improvement to something then that something should be noticeably improved. So far I’m seeing ZERO improvement to the combat and animations.

If I didn’t like TSW before then why would I want to play this completely different but NOT improved version now? That’s a question that the developers had better be able to answer before launch or this version of the game is going to tank even harder than the last one did.

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wandris

Animation? Still on this? Not sure how many ways you can animate an avatar firing a gun, or swinging a sword. Please what exactly about the animations is so bad? Now or before. If there was an issue it was with the fluidity of combat, and that had nothing to do with the actual animations. While I have not actually tested all the weapons, from what I have seen this issue has been improved.

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Tobasco da Gama

I guess I’m the only TSW player in history who actually liked the City of the Sun God.

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Hirku

Now we’re two…

now2.jpg
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Estranged

3

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Bryan Correll

I really like the Sentinels even if they (especially Houy) make me too said. And the missions there are pretty solid overall. But there are things I really don’t like about the zone. First is the layout/terrain. There’s entirely too much of the small ridges and valleys connected by ramps that make navigation annoying. Second, the Black Pharaoh is just too ‘meh’ compared to the other area story bosses. And the immediate aftermath of his defeat is very annoying. After I beat an ancient evil I get rabbit punched with a rifle butt by a freakin’ red shirt?

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Hirku

What??!!! You can never be too Said! ; )

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Bryan Correll

True. But, unlike my typo, he isn’t in City of the Sun God.

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Tobasco da Gama

Yeah, the way that the easiest routes through the map all go through that horrible Filth garden is pretty annoying.

And the rifle butt thing is just… Yeah. It happens multiple times, and it always sucks. At least that other mission in Egypt where that happens has some kind of anti-Anima McGuffin to justify it.

wandris
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wandris

Egypt was great not sure why people didn’t like it. Although I couldn’t really point to any area in the entire game I didn’t like.

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Vorender

Ugg. Those animations..

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Jeffery Witman

Yeah. Sadly, this relaunch may be all for naught. The combat changes as a whole don’t really look any better than what TSW currently offers, and I see very little of the changes that the so-called action crowd was supposedly begging for. I’ve played lots of FPS and some ARPG games, and even played TSW in their half-implement reticle mode, and this really looks nothing like those. They said they wanted more action and less MMO feel, but it looks more MMO than ever before.

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Greaterdivinity

Neat, bookmarked for later.

I really dug some of the characters and the overall narrative of that zone, but hot damn if the zone itself wasn’t pretty unappealing to me. Definitely curious to see how I feel about it on a second playthrough, especially since it’s been so many years since the last one.

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Hurbster

Is City of the Sun God still going to suck, though ?

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Bruno Brito

Call me when they actually change the shitty animations.

Everytime the character walks like a constipated spellcaster, i get shivers.

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Koshelkin

City of the Sun God has one of the most emotional quest arcs in the whole game and it’s outstanding when compared to the fare of most traditional MMO’s. When you realize the reason why the spirits are trapped in the statues the epilogue mission is rather heartbreaking. I loved it a great deal. The squabbling between sisters and brothers, their relation to their father, the reason why they are trapped in this valley, it’s a great story.

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Phubarrh

Not getting the purpose of some of the changes here…I thought the point of an action RPG was that holding things to an isometric view meant you didn’t have to worry about movement in three dimensions, maintaining a skybox and full-scale landscape, and so on. But despite the locked camera view and reticle targeting, it’s still clearly a 3D world, and returning first-person perspective blows those savings entirely. Not that I mind if we eventually end up with the original gameplay in a rebranded form (I might actually join in then once new content starts showing up), but…

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ogged451

Nah, a ARPG doesn’t need to be isometric – see Hellgate London.
But usually, “the loot” is a strong incentive in ARPGs. However, in SWL loot only comes from dungeons, rare mobs and missions, I think this will disappoint many people.
And judging from the twitch shows, I believe it’s short on the “A” in “ARPG”.

deekay_plus
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deekay_plus

isn’t city of the sun god the egypt zone with the no animation static asset cut scenes and wayyyyyyyyy too many side quests already?

and i skimmed through looking for this blades combat and only found it near the very end for 20s and what was there didn’t look any better than TSW’s existing combat? :S

Ocho
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Ocho

Most of the blades talk was in the beginning.

deekay_plus
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deekay_plus

is there any footage tho? they seem to talk alot while standing doing nothing. even when nearby mobs are damaging the avatar. i’ll look again.

Ocho
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Ocho

Lots of footage. I mean, if you watch the entire thing, he completes a bunch of missions and fights a bunch of mobs. But, I mean overall it’s not going to look that much different than current TSW as they’re reusing all the same animations, and he’s playing an “Assassin” class, which also uses elementalism. They do show the blade weapon page, though, which has a drop in the number of abilities than TSW had like every other weapon. I think overall with blades they’re trying to head away from them being as OP as they were in TSW.

This livestream focused quite a bit more on how the item upgrade system works more than anything else. They were showing blades as it was the latest weapon added to beta, and CotSG for its enhanced movement around the map.

deekay_plus
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deekay_plus

found it thanks. still not impressed especially with the commentary describing the “new” *old* system.