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Are there any guidelines or restrictions for posting events on calendar? I like to run lairs and post them in advance so people can make plans, but I won't if it's against the rules.
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***The Audio Round***

Chihaya a posted Mar 20, 15


Welcome to "#IAMTSW", round one!

(not sure what is going on? Click HERE!)


The Audio Round


This week, we want you to tell us what you love about TSW. Record yourself, or friends, talking about what makes TSW your favorite game! You can talk about the graphics, the story, the audio, the immersion, the community, whatever makes -= YOU =- like TSW!

Funcom is going to be giving away some prizes, and you can read all about that here!

In addition, GridStream Productions, Radio Free Gaia and Omne Datum Optimum are choosing winners as well!

Entry Guidelines
  • Needs to be in .mp3, wav, or .ogg format
  • No more than 3 minutes!
  • No music please! This is all about spoken word!
  • You need to say your forum name and that the audio is for the #IAMTSW contest
  • RP is OK!
  • Tell us why you like TSW!
  • Give us a link to your audio (can be http://www.filedropper.com, http://www.youtube.com, etc.)
  • One Entry per account please!


How do you enter?
Well, all you have to do is make a new post in this forum linking to your audio file! Make sure you have the tag #IAMTSW somewhere in your description, as well as your FORUM username! If you have any questions, you should head over to this thread and see our FAQ!


(Important: Please read the Official "#IAMTSW" Contest Rules attached as a PDF file to this post. Each contestant agrees to these rules upon entering the contest.)

(Entries are taken from 23 MARCH through 6 APRIL 2015)
eluros Well, threw my submission up. Here's to crossing fingers! https://forums.thesecretworld.com/showthread.php?8...
Chihaya a Link to the Thread to Post On is HERE

Enhanced Player Experience

Chihaya a posted Mar 11, 15
Enhanced Player Experience

The Secret World is a deep game, with an original story and a host of choices for character development. A lot of its innovative content can be quite challenging, but it is such features that make The Secret World a unique MMO, and we are very proud of them.

 

Some of these features can be extra challenging to new players though. We wish to introduce the Enhanced Player Experience so both new and experienced players can focus more on enjoying the great stories and puzzles of the game, and then take on the more brutal fights and challenges when they feel ready for them.

 

The update also brings many quality of life improvements and develops the starter experience so it is easier to grasp essential game mechanics.

 

The Enhanced Player Experience introduces a host of improvements all across the board, and here are some of them:

 

Snappier Combats

The time it takes to kill many of the monsters in The Secret World has been reduced. It is now quicker to take down regular opponents in the Adventure Zones. This change is most easily felt in the early parts of the game, because combat difficulty used to ramp up quite quickly after players left Kingsmouth. The change will help players who are most interested in the story and puzzle solving progress through the game.

 

Those who enjoy exploring the deep game system of The Secret World, and who like to hone their character into an unmatched killing machine, need not be worried though. Because the challenging Dungeons, Lairs and camps of Nightmare monsters are still as tough as ever!

 

Enhanced Tutorial

Players now get to choose two starter Weapons when they get to their Secret Society headquarters. Each Weapon also has a detailed description of its strengths, and what roles the Weapon is specifically good for.

 

How to use Builders and Consumers is explained in more detail, and players learn how this mechanic works with two Weapons. The starter Decks now help players see the advantages of choosing Passive Abilities from all sorts of different Weapons.

 

Improved Rewards

The flow of good gear has been improved. Missions now give rewards better suited to help players through the main storyline. They get a steady flow of good weapons to choose from, and more Rare (Blue) Weapons and Talismans as they finish Story Mission chapters or Adventure Zones.

 

The rewards from regular Missions now give Talismans which mainly increase damage output and health, as this is the type of gear a player needs the most to progress through the game. In short - doing Missions and Story Missions will now supply a player with all the gear needed to play through the main story.

 

The Opening of Tokyo

Players who have finished the main Story Mission in Transylvania may now continue the story for free in Venice, and then move on to Tokyo. They can travel through the Venice sewers and make their way to Tokyo via the subway before they enter the city. Any player must still own Issue #9 to continue the story in Tokyo itself though. The Council of Venice has reduced the amount of training needed to progress to Tokyo. Players now only need one mandatory training session in the virtual reality training facility.

 

Ability Rebalance

Many of the over 500 Abilities in The Secret World have been tweaked or rebalanced in this update. A special focus has been given to the Elite Abilities. Many of them have been strengthened considerably and a few have had their effects updated and improved. Several of the Elite Abilities have not been as powerful as we had hoped, but after the rebalance they have received a significant boost.

 

Area of effect (AoE) Abilities have received a more general change. They have had their damage slightly reduced, but at the same time they now hit one more target. This change has been made to make single target Abilities a more viable option compared to their AoE counterparts.

 

Quality of Life 

The Secret World has also gotten a whole host of other improvements. You can now easily travel quickly between Anima Wells on any main Adventure Zone map, by using Anima Leap. You pay a small fee to travel quickly around , and no longer need to die and pay repair costs to teleport to an Anima Well.

 

The maps themselves offer even more helpful info than before. Each Mission, Vendor, Dungeon Entrance, NPC, Anima Well and Transition Point is now marked on the map with an icon. The areas where the tough Nightmare monsters are found are now also clearly marked on the maps. Each such monster has a special effect around its health bar, so they are easy to recognize.

 

More info has also been added throughout the game. You can now more easily see the power of a monster. Its power rank is shown with a number above its health bar. The players can compare this monster power rank with their own skill rank, to see which enemies they should take on.

 

Players can now directly see the strength of their own gear. Everyone has their own Effusion Rating (similar to Gear Score in other games) which shows the combined strength of all Weapons, Talismans and their Glyphs.

 

We hope everyone will enjoy this host of enhancements. If you are looking for a deep Massively Multiplayer Online Game with a story unlike any other, The Secret World is ready to embrace you with open, tentacle sprouting arms!

Celebrate Valentine’s Day with gifts!

We wish to invite you to celebrate Valentine's Day in The Secret World. This year you can enjoy the all new Satchel of Amorous Delights! It offers unique and exclusive clothing, outfits and jewelry, along with the Bag of Saint Valentinus, which also gives these items as gifts to up to 20 other players around you.

 

Get the bags in the Item Shop or from the in-game Merchant of Eros, which you can find in all three hubs. You can buy 2 bags per day from him with either PAX, Black Bullion or Marks of Venice. Use the bag around at least 10 people and you will be rewarded with an all new dance! The Valentine's Day items will be available from today and until February the 25th. The items from last year's Valentine's celebrations are also available, and these can be given as gifts to anyone you like!

 
Game Director Letter – February 2015

Hi guys!

For the past few weeks we’ve been splitting our time between the player experience revamp and Issue #11.

 

The revamped experience has expanded slightly in scope by improving the tutorials in the beginning and smoothing out the difficulty curve. When we go back and change things, we also find other ways of improving the early game experience.

 

There is a fairly long laundry list of changes, but I will attempt to summarize most of the important ones here.

 

Time to Kill/Population changes/Boss Loot

The first and most obvious change is the switch in time to kill monsters pre-Tokyo. We are reducing the amount of time it takes to defeat regular monsters in adventure zones. We looked at the numbers and concluded that at least a part of the trouble some players have with combat early in the game stems from the time needed to kill the general monster population. It also stepped up in difficulty quite quickly, where it increased from 7 seconds to 25 seconds to kill a monster between Kingsmouth and Blue Mountain. (7 seconds is about the time it takes to use a single Builder/Consumer rotation to kill an enemy.)

 

We’ve also taken a second look at some of the irritating populations in the game (*ahem* Ak’ab) and adjusted them. We’ve streamlined the nightmare population around the mission design so that people aren’t charging from something they can handle into absolute and sudden death (*ahem* Blue Mountain Quarry). In some cases this has meant downgrading the monster populations from Nightmare to the correct difficulty of their zone.

 

While I am aware that some people will be standing on their porch shaking their fist at me right now and shouting “Damn you for making it easier for the filthy casuals” I would like to point out that we have not touched the difficulty of content outside of the critical game path – dungeons, lairs and Tokyo are all unaffected.

 

Think of it as turning progression from a staircase into a ramp – they still reach the same height but one of them is less abrupt along the way.

 

In addition, all of the rare bosses have had a loot revamp and are now guaranteed to drop a rare (blue) piece of gear.

 

Quests/Rewards/New Tutorials

We’ve taken the opportunity to revamp the quest rewards throughout the game. This means that rewards will be more immediately meaningful to your progression. We’ve replaced some of the early choices in the game with a better mix of items (to avoid people gimping themselves very early by equipping full heal talismans, for example).

 

The Story mission will now reward players with an appropriate choice of rare weapons, with the full story mission (through Transylvania) culminating in the acquisition of your first epic weapon as well.

The opening tutorial sequences in the training areas of the factions have been upgraded to teach new players to use two weapons. We’ve revamped our tutorial pages with improved explanations as well as added additional tutorials for things that we realized are very important but not clearly explained (wait, I can buy sprint upgrades???)

 

And we took the time to convert faction missions to use the notification system (so you no longer miss phone calls) and updated the starter decks with more reliable builds.

 

UI Changes/Achievements

We’ve revamped the Playfield Map interface to improve the communication of connections between locations, dungeon entrances, vendors (and vendors of particular types), Agartha entrances and the ability to filter between them all.

 

Before launch we wrote a design for a series of achievements call “Unseen Achievements”. These are tied to Sabotage missions and are specifically designed to reward those of you who can complete these missions as intended, by being never seen at all.

 

Fast Travel System

We’ve now introduced a fast travel system to the game. Players will be able to open their map at any time and teleport to any anima well in a playfield for a fee in PAX cost.

 

In alignment with this, we’ve removed the ability to choose an Anima Well on using /reset, instead opting to send you to the nearest anima well.

 

So yeah, we’ve been busy. There’s dozens more changes that I haven’t mentioned here so I recommend that everybody take a good look at the patch notes when we patch this, soon ™.

 

Issue #11

Of course, we aren’t *just* working on revamping the experience for players throughout the storyline, we are also working on the next part of the storyline.

 

I’m talking about Issue #11, and it’s pretty exciting. As I mentioned last month we had to look at the scale of the issue and considered how we were going to put it all together.

 

So Issue #11 will be the finale of the story in Tokyo, wherein you will finally have a chance to learn more about the Orochi Group and the final pieces of the puzzle behind the events that have rocked The Secret World will fall into place.

 

But in addition, we wanted to convey the sheer size of the Orochi tower. A building like this deserves some attention and the eight different companies that makes up the Orochi tower each deserve their fair share of screen time. But how to do it? We can’t simply force you to visit every floor of the tower on your way to the top.

 

Instead we chose to draw upon some of our favorite rogue-like mechanics and your progress through the building will be randomized. This means that there are 512 unique ways in which you will experience your journey from the bottom to the top of Orochi tower.

 

Not to mention the secret floors that lucky people might stumble across.

 

We are creating group versions of the major boss fights for Issue #11, with additional abilities and loot for those of you who prefer to tackle the content as a team. The earlier planned dungeon will be pushed into a later update.

 

More details on Issue #11 as it draws closer.

 

Events

Once the release of the revamp is finalized, we’ll be throwing wide the gates to welcome new players into The Secret World. To that end there are several ongoing initiatives and events that I’d like to mention.

 

First and foremost, around Valentine's Day, you’ll find a new vendor in London selling all sorts of interesting odds and ends. We can’t promise you love, but you’ll probably be able to approximate the feeling by spending money buying yourself a cute outfit (trust me, your brain won’t know the difference).

 

We’ll also be hosting a series of initiatives run by our community team. I don’t want to spoil their surprises, so let me just suggest that you keep an eye on the forums in the coming weeks.

 

Finally there is a community run Cabal Pride event (see thread here). I suggest that anybody who is looking for a cabal or wants to see what sort of madness they get up to should show up and take a look.

 

Remember, people who play together, stay together!

 

Alright, I’ve said more than enough this month.

 

Cheers,

Joel

NYR 5 Minute Achievement!!!

Chihaya a posted Jan 26, 15


Yep, we did it :)  Congrats to all that got their achievement.  Now to help those that still haven't gotten it.
Jaysun 'AKA' FlacoFeo nice Sorry I missed it
Tarius That was amazing, gratz to everyone there!!
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