Originally Posted by
pacox
Don't laugh at me. As I am going over what TSW's underlying gameplay mechanics and what it has to offer, if you take away hype and place GW2 and TSW on a level playing field, TSW might just beat it. The more I think about it, the actually gameplay that makes up the two games is somewhat similar.
- Combat is similar
no. TSW does not have an actual dodge, more a gap widener/melee avoidance on a 10 sec cd. there are also very few other skills which can help avoid damage other than "dodge". ranged skills heat-seek so they cannot be avoided. only true similarities are a small hotbar and active dodge. GW2 offers multiple ways to avoid damage, quick movement (due to active physics), many skills move the character to avoid damage (burning speed), and active dodging with other skills, traits and utilities which augment it's effectiveness.
- Player scaling is comparable
no. there may be no leveling in TSW but there is definitely gear scaling so if you go to a starter area you DO roflstomp content. just go from like q6 to q1 areas and see the level of carnage that you can unleash.
- Progression philosophies are somewhat comparable
not really. due to different player scaling, gear is far more important in TSW than it is in GW2. and as far as skill progression it is VERY much like GW1 from the hotbar, to the 2 weapon/class skill setup, to the bajillion skills and it take many of the issues GW1 had with a skill system like that, namely skill bloat and redundancy.
- Both offer non linear gameplay
eh, i disagree. in GW2 you are only mainly only limited by gear and skill, in TSW you are heavily limited by gear, skills and skill and the only way to gain AP/SP is through questing, there is no other avenue to "level" through to get skills that that as far as i noticed up to and through Bluemountain. also there was nothing to "discover" in the way you can in GW2 but going off the beaten path and having large areas to wander around in. i think for TSW that was such a greatly missed opportunity as the atmosphere and environments were practically begging to be explored, it just was very limited and in the end not worth it at all.
- The way gear is designed
i disagree, gear in TSW is very powerful especially if you get mats to craft your own stuff and quickly leads to content being trivialized
- Quest presentation
quests in the secret world require more thought than the average MMO and are very intriguing but are still plagued with fed-ex quests/kill quests and due to the limitations of the quest log you end up going multiple times to the same area as quests have you running around SO much and you cannot just interact with mobs for other quests and get them as you run around as without the quest you get no credit. imo, it's more akin to SWTOR's quest presentation but with some better and thought provoking quests.
- Persistent PVP Map
yes, they both have a persistent PvP maps, but the ones in TSW lack scope and depth and, due to the poorly animated and feeling combat, is not as engaging.
What's holding TSW back:
- Combat isn't fluid as GW2s despite sharing many elements with GW2
yes combat is not as fluid as GW2, but it also shares little with it.
- Apparently players really care about animations, TSW's animations suck (ironically its emotes are amazing)
yes, you have to look at them every time you want to execute an action so having them feel meaningful and deliberate as well as "cool" is essential for many gamers.
- Subscription. You would be surprised how many MMORPG players are completely over P2P games.
yes, as it stands i do not feel it is worth a sub. B2P or F2P imo.
- No dynamic events. Dynamic Events are "it" right now
yes, the game world looks very pretty and has a great atmosphere but it seems SO lifeless, excuse the pun, it reminds me of SWTOR all over again; pretty background with no substance and one which you cannot interact with or impact in any meaningful way. :/
- PVP. Its going hold up the devs. A lot of people aren't playing TSW with PVP in mind at all.
they should really just make TSW a PvE game at this point. i have been in CBT for the last 2-3 months and PvP is definitely not ready to compete with what is currently available or soon to be out.
- Its not a fantasy game.
i was initially draw to the contemporary setting and i think it has great potential, Funcom's execution just pains me as they always seem to have great concepts but no follow through.
What is TSW offers:
- Its not a fantasy game.
yes, choice and diversity is a great thing for gamers.
- The lore and environments is very familiar and pretty much untapped real estate.
yes, great looking environments and intriguing stories. they just need to fix their glitchy coding for certain environments like the Savage Coast where there are poor lighting transitions and crazy FPS drops.
- Quest will always be "grab x, kill x, etc" Thats video games. Thats life. They way TSW presents them is amazing though. The way they can hide you fetch and kill quest behind clever gameplay is also amzing.
eh, no the fetch quest are still rather apparent and this is exacerbated by having no mounts or fast travel system along with a restrictive quest log. after a while you just get "virtually tired" of running.
- Scaling is even less linear than GW2. The no level thing feels a lot better than downscaling in GW2. I can tune my own difficulty. I can choose to steam roll old content with my souped up build or run through it in a new build that I am progressing. Even with downscaling in GW2, you can't go back an redo hearts with your friends, you're only there to kill stuff and maybe do events. In TSW world, you can completely redo everything with them.
this is completely not true. like i said before gear and higher tier skills make such a big difference in TSW that scaling is non-existent. hearts in GW2 are not the main form of content delivery but more of a guide/something to do while DEs start, chain or are triggered. basically you can go from high level content in TSW to lowbie areas and not die as there will be no threat of danger, unlike in GW2 where you can and will still die.
- ARGs. ARGs. ARGs.
it is a very nice change of pace yes.
- Again the lore. The world feels so familiar as if it were just an parallel universe away. Every is more "real". Folklore and legends that have come to life. If you're one of those people who get immerse in their games, you're in for a treat. Its like playing an episode of X-Files, Supernatural, Fringe, etc.
yes that is a great addition to the MMO space and it is one way to comple players through content that i appreciate.
If by some miracle Funcom can get the combat in order and make the game B2P/F2P. I'm on board and will finance their cash shop.
you and me both. if only