What would a lead up to a Secret World related product be without some kind of ARG? Well as usual Funcom has delivered and they bring you kissoftherevenant.com The page itself hints at more to come when enough souls are collected (occasionally a soul pops up for you to click on).
Players have uncovered a link to a gif appearing to show a revenant fighting alongside a player to take down a scarecrow. They have also discovered a display with a variety or runes each relating to a chapter (although at this stage it is unknown if the runes should have been uncovered).
Actual information about Secret World Legends has been a bit haphazard. Spread thinly between podcasts and a few news sites. Yesterday Funcom released a teaser trailer talking about SWL as well as showing off some of the combat. Oh and they also announced a release date too.
In the trailer familiar faces Tilty and Andy (and a face you may not recognise Scott Junior, Executive Producer) look at how the game has changed from an MMO to a Shared World RPG. There’s is also a look at some of the combat as well as Andy getting very excited about some of the new abilities.
The emphasis here is clearly on bringing new players into the game and bringing the story to the forefront (after all the story is one of TSW’s strengths). There was also discussion about the story that never got released and how SWL would allow Funcom to explore that and continue the story.
Given that this is an announcement trailer it doesn’t answer many of the questions that existing TSW players have (bonuses, what will transfer over or how micro-transactions will work etc) but it did address the release date. Secret World Legends is due for release on the 26th of June 2017. We expect to see more information coming out over the next month and we’ll be keeping you up to date, so stay tuned for all you need to know about the future of SWL and TSW.
In this special episode we were lucky enough to get to chat with new Community Manager for TSW Nicole “Spynosaur” Vayo. We discuss Nicole’s experiences as a Game Master, things she’d like to get up to in the future with the community as well as how much of an adorable couple Auro and Kle make an adorable couple.
This Episode was recorded prior to the Secret World Legends announcement. It’s taken a while to edit but as usual feel free to BlameKle.0.00 Intro and Who we are
As always you can get in touch with us by email email@example.com, Twitter @TSW_Podcast and on Facebook as well as our contact page. You can get the latest episode of the show from iTunes here, Stitcher here and directly from the site.
We knew something big was coming. It’s been on the cards for quite some time. But even with rumours reaching fever pitch this caught most people by surprise. Yesterday Funcom announced a brand new game called Secret World: Legends.
So what exactly is it and how is it different from The Secret World? To start with the new game is Free to Play (unlike TSW which is Buy to Play). A bold move on Funcom’s part given the success of their previous attempts at F2P. All story content will be free (including future story content) and it will have a brand new subscription model. There has also been a complete overhaul of the combat system as well as the character creation and the overall look of the game. There’s more but we’ll look at that as we break it down.
Going Free to Play
For many people this part didn’t come as a shock. The quarterly report hinted at it when it talked about “adjustments to the business model”. How exactly will it work though? Secret World: Legends will be free for everyone when when it launches and all story content (existing and future) will be open to all. Currently there isn’t any detail about what you will get as a F2P player or as a Patron. At first Tokyo and Nightmare Raids won’t be unlocked but will be opened up shortly after launch.
Shiny New Aurum
New to Secret World: Legends is a currency called Aurum. This is used to buy items and service in-game (most likely in-store). Unlike Funcom points or Bonus points they can be traded with other players in-game (similar to Credits in Rift).
New Subscriber System
Once again the Subscriber model has been adjusted. This time you’ll be given additional convenience items, extra features (although there was nothing to specify what features were included) and in-game bonuses. You’ll also now have a Patron Level. This increases with every month you’re subscribed or with every purchase of Aurum you make. Each rank will come with additional bonuses. In addition players coming over from TSW will all receive bonuses (currently exactly what hasn’t been decided) as long as they link their account to the new game.
New Game New Approach
The new game brings changes to combat (so big that characters can not be carried over), systems are now easier to interact with, the appearance of the game has been improved and the flow of quests has been made more smooth. Not only that but there has also been work done on the tutorials but combat is now done through reticule mode (not the current incarnation in TSW but a system designed from the ground up). While the story content and other missions doesn’t appear to have been altered significantly, early indications are that they are more accessible and possibly group friendly.
Existing TSW players will gain access to all weapons when the game launches but for new players they will only have access to two weapons and will need to purchase further weapon “pages” in order to unlock the full range of skills that are available.
The Future of The Secret World
This has been one of the biggest areas of concerns for existing players. Due to the scale of the changes, characters cannot be carried over and players will be required to create a new character. You’ll be able to reserve your TSW character name as long as your character has been active within the last six months. You can only reserve character names for the characters you own so you don’t have to worry about other players stealing your name. There will be more details on how to do this closer to launch.
Existing subscribers and Grandmasters will be able to transfer their subscription to the new game, with any Funcom Points being turned into the new currency. Grandmasters will continue to be Patrons in Secret World: Legends. It’s worth noting that existing Bonus Points from The Secret World will not transfer over.
Clothing and other vanity items are a big part of TSW and needless to say people who have invested a large amount of money in the Item Store have been concerned about what will happen to their stuff in the new game. The good news is that as long as you have linked your account then you’ll be able to transfer clothing and vanity items . Currently the aim is to have Item Store purchases, Subscriber Items (Item of the Month etc) and one time items like ARG and promotional clothing available. For the most part weapons will transfer due to the changes.
If you find that you’re have a hankering for TSW you will be pleased to know that the old servers are still going to be active. In fact you can play both games as they are separate installations. Knowing that the old servers aren’t going anywhere does take some of the pressure off.
That is the million dollar question. As it currently stands there hasn’t been a fixed release date (although it has been revealed that there is a date in mind). There is a sign up for the closed beta at www.secretworldlegends.com Beta’s are notoriously tricky when it comes to pinning down a date. However the fact that it’s in Closed Beta suggests it’s not too far away.
We’ve covered the basics here. We’ll be taking a look at what we think about it in a separate article soon™. Let us know what you think of the new game and how it affects you in the comments below.
Previously I started looking at things I’d like to see changed when the “Big Update” hits The Secret World. It was a pretty long list so I decided to split it into two articles. You can find the first part here. Again this is stuff I’d like to see changed. Sadly I don’t have a clue what the team at Funcom are actually getting up to. With that said, let’s get down to business
Many people would like to see this wiped out. Personally I don’t. It adds a new layer to Tokyo. The problem with AEGIS is that the grind is too harsh and puts many people off. Getting to 2.0 is a huge challenge and requires a silly amount of time investment that really doesn’t feel like much of a pay off. Increasing it beyond that requires dungeons (which isn’t fair on those players who don’t really dungeon but want to achieve the best gear). Making AEGIS less of a grind and opening it up to all by removing the dungeon requirement to get upgrade kits would go a long way to making things easier. Another way of improving the system would be to add AutoAEGIS as standard. It’s an add-on that most players use now so incorporating it into the game would also make sense.
It’s been awhile since we were told to hide and wait further orders. So long in fact that even the people chasing us have got bored and decided that a trip to the pub is probably more fun than getting killed. TSW is great at story. It’s one of its defining features. Unfortunately since the conclusion of issue 11 the main story seems to be on hold and needless to say players are starting to get impatient. Issue 12 was Tokyo Dungeons, 13 was a few additional missions that fleshed out the Tokyo playfield and 14 saw a great story in Egypt but not one that progressed the player development. Issue 15 was… yeah, moving on. To keep people from getting bored there needs to be something and fairly soon. As mentioned in the article looking at what we do know about the changes, it’s unlikely that any story content will come with the update itself. Ironing out any bugs and allowing players the chance to adapt to any new changes that are introduced makes sense, however progressing the main story needs to be at the front of the developer’s mind post update.
I’m one of those odd people who love Scenarios. Once you’ve got the patterns down they can be almost therapeutic. The Augments can be quite useful too. However the fact the there is only one type of Scenario (I don’t count Shambala) does mean for many that it can become very repetitive. Also, unlike most missions and dungeons, the Scenario lockout timers were not changed when the New Player Experience was rolled out meaning you have to wait at least 12 hours before you can complete a Scenario again. I would like to see further scenario types introduced, the lockout timer changed (brought into line with missions for preference) and the system for creating Augments adapted. I understand that it was originally intended as a way of getting rid of all the excess materials that were floating around the game however it does make it very difficult to craft many of the Augments. Even with large number of materials I have (I break everything I get my hands on) I still have about 20 Augments I can’t create due to lack of materials. Recently Augments have been added to Golem’s loot tables which is good but until more Scenarios are added it would be nice to see them made available in other methods.
Currently we have scheduled events that every MMO does (Valentines, Halloween etc), the Anniversary and the Golden Weekends. While these are good it would be nice to see more frequently scheduled events. For example one weekend could be a Scenario weekend with a free Scenario Cooldown available from the Store (yes they still exist) and double AP when participating. The following weekend could be a PvP weekend which would see double rewards for each match you participate in (or in Fusang for each mission you complete). How about a Dungeon Weekend where you get double AP and a guaranteed Museum drop? Of course using existing content seems like a bit of a get out. I would also like to see something like a week long event once a month that requires a total amount of X monsters to be killed by the community or at the very least a new set of golems (or event bosses) that could drop special loot. The idea is to give players a reason to drop in even if they have completed the main story aspects.
An End to RNG Bags/Event Lore
It’s no secret that I hate RNG bags. Sadly the game does have to make money and the RNG bags seem to be one of the biggest sources of income so they aren’t going anywhere soon. Even I buy at least one party bag when a new one comes out and that’s because I want the new dance emote. Therein lies the problem. If you have many characters (I have five in total) the emotes are bound by character and I am not going to be buying a party bag per toon. Items like pets, sprints or emotes should be account wide. I’m all for making money but expecting players to buy multiple bags is not really on. Another issue with the bags is the fact that they contain so much filler. When you buy a party bag there is no guarantee that you will get anything better then a green item and whatever filler is in that bag. Cut down on the fillers and adjust the tables so that players who open the party bags are guaranteed at least one purple or above and one blue or above. No green or white items. After all they paid money and it is so frustrating when other players in the area are getting Gold items from the bag you just opened.
As for RNG lore (like we saw in the last Halloween event) that is just not a wise idea at all. Lore is important to most players in TSW. Despite grinding the bosses in the Halloween event once people had figured out how to create empowered versions of the bosses there was almost no chance of getting the earlier lore. RNG lore should be a no no. I’ve covered a lot in this and there’s probably more I could add. Don’t forget this is what I’d like to see in the update and not what will be there. What would you like to see in the Big Update? Let us know in the comments below.