Is anyone else playing The Secret World?

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Aris Khandr

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I got this game last night, and finding myself a bit lost. The game was quite happy to tell me that I could equip two weapons, but offers no tips on how to actually use the second one. So I can magic things all over the place, but not pull out my pistols and put bullets into zombies. Can someone help me out?
 

Blend

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Ha, you just need to equip your pistols in the second weapon slot. Go to Character screen (C)and inventory (I) to equip. Then spend some AP on pistol abilities in your ability wheel (N).

If you don't have any pistols yet, one of the first missions should give you an option of a weapon as reward. Make sure to pick pistols though.

God help you when you get to an investigation mission.
 

BloatedGuppy

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Judging by the tone of Funcom's quarterly report, no. No one else is playing The Secret World. It came in well south of their "worst case scenario" projections.
 

itsthesheppy

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BloatedGuppy said:
Judging by the tone of Funcom's quarterly report, no. No one else is playing The Secret World. It came in well south of their "worst case scenario" projections.
They recently had a free weekend and I gave it a try. Thankful I never spent any money on it. It's a shame they took this interesting setting and cool monsters and good story, and then built this utterly substandard MMO around it.
 

Busard

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itsthesheppy said:
BloatedGuppy said:
Judging by the tone of Funcom's quarterly report, no. No one else is playing The Secret World. It came in well south of their "worst case scenario" projections.
They recently had a free weekend and I gave it a try. Thankful I never spent any money on it. It's a shame they took this interesting setting and cool monsters and good story, and then built this utterly substandard MMO around it.
I'm playing TSW, a friend of mine, and a lot of people are on the RP servers, which says a lot about the state of the game. Population is not as much but it's stable, and with monthly updates coming it's pretty nice to stand around.

Anyway, opinions and "WHY DO PEOPLE ENJOY STUFF I DON'T LIKE" incoming
 

BloatedGuppy

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Busard said:
I'm playing TSW, a friend of mine, and a lot of people are on the RP servers, which says a lot about the state of the game.
What does it say about the state of the game?
 

DoPo

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So, how is TSW? Anything to praise? To curse? Anything to write home about? I saw some info about it and I got a really strong World of Darkness vibe off that, which I guess is OK. But I haven't looked into the game any closer than a glance quick skim of the official website.
 

BloatedGuppy

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DoPo said:
So, how is TSW? Anything to praise? To curse? Anything to write home about? I saw some info about it and I got a really strong World of Darkness vibe off that, which I guess is OK. But I haven't looked into the game any closer than a glance quick skim of the official website.
PROS

- Wonderful atmosphere
- Solid writing
- Unique (for the genre) setting
- "Classless" horizontal progression
- Adventure game style Investigation Missions

CONS

- Tank/Healer/DPS paradigm forces everyone into a few roles/specs for endgame anyway
- Endgame raid/loot treadmill
- Small amount of content with questionable replay value on the best of it
- Clunky/aging combat mechanics
- Limited/crappy character creation
- Triple dip fee...box cost, sub fee and cosmetic item shop

Currently it has fallen far short of Funcom's expectations, and it has yet to endure the releases of GW2 and MoP, so there is room to be a little worried about its immediate future. It's a solid title with the usual rash of launch MMO warts, in a uniquely bad launch window. I anticipate some form of free trial or FTP model in its future, and Funcom is ripe for the picking at the moment...their share prices have bottomed out and they're hemorrhaging cash.
 

DoPo

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BloatedGuppy said:
- Unique (for the genre) setting
- "Classless" horizontal progression
I saw these before and I it's what piqued my interest.

BloatedGuppy said:
- Wonderful atmosphere
And that's something I was hoping was there.

BloatedGuppy said:
- Tank/Healer/DPS paradigm forces everyone into a few roles/specs for endgame anyway
Sadly, I noticed that, too, so I suddenly stopped caring enough to investigate further.

Thanks for the info.
 

bluepotatosack

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I am playing it, I'd play it more if I could work out the technical issues I have with it.

Under Dx11 it will crash randomly.

If I use 9, it freezes all over the place.
 

Fr]anc[is

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I'd like to at least check it out, but as with most MMOs the barrier to entry is just way to damn high.
 

eimatshya

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DoPo said:
So, how is TSW? Anything to praise? To curse? Anything to write home about? I saw some info about it and I got a really strong World of Darkness vibe off that, which I guess is OK. But I haven't looked into the game any closer than a glance quick skim of the official website.
Eh, I wouldn't really say it reminds me that much of the World of Darkness. I mean, there is some overlap since they both use world mythology and folklore to create a modern day horror setting, but that's kind of the extent of the similarities.

Anyway, as for the game itself, I played it for the first month or so, and I really liked it. I got sort of bored though, so I haven't been playing recently. That isn't really the game's fault, though. I have a really short attention span, and Everquest is the only MMO that has ever held my interest for more than a month at a time.

The main complaint that I have is that it isn't a very good MMO. That is, the whole game is very linear, and everyone basically goes through the same areas in the same order doing mostly the same missions. This is not exactly unusual; lots of MMOs seem to have taken this approach in recent years, but it does not make the world feel like a world. In Everquest, there were a ton of zones at launch, and any player of any level could go to them (although some were very dangerous for low level characters). There were many different starting locations and cities, and the cities actually were large and populated by a lot of NPCs, many of which were quest givers. Furthermore, many zones had mixed level content, so there was less segregation by level. All of this combined to create a game world that felt immersive and alive, despite the lack of sandbox elements such as player housing. The secret world has none of this feel. Everything runs on rails, and the cast of NPCs is quite small (although they are characterized more fully than the NPCs in Everquest).

The other complaint that I have about the secret world is the cutscenes. The fact that your character never speaks makes many conversations really awkward. They often go like this: "So what do you think: is this really the end of the world? ... you don't talk much, huh? well that's OK, I guess it takes all kinds." It just feel strange that people will directly address you, yet you just stand there mutely. The same thing happens with even non-verbal interactions. Sometimes an NPC will offer you their hand as a greeting, but your character just stares at it as though he (or she) doesn't know what a hand shake is. Combine this with the fact that your character sometimes has strange expressions or is staring past the person who is speaking to him makes it seem like you are a recently lobotomized mental patient.

At launch, some people also complained about "all the broken quests", but really there were only around 3-5 broken quests per zone (out of like forty quests per zone total). While it was kind of annoying to get halfway through a quest and find that you couldn't proceed due to a glitch, this only happened on a small fraction of the quests, so it really didn't seem like a big deal to me. I never felt like I had any shortage or working quests, especially since most of them are repeatable (which you may even want to do in many cases since a lot of the quests are actually fun).

So, that's it for the bad (all I can think of off of the top of my head, anyway).

Now some of the good (there's really too much to cover here):

First, the setting is really cool. The whole modern-day horror setting is such a wonderful change after years of generic fantasy MMORPGs. It also leads to some really neat areas like the abandoned tree house of a children's monster "hunter" club (which is now located in a forest that is crawling with horrible giant moth monsters), a haunted house that will knock you on your ass if you try to walk in the front door, a monster infested parking garage without any lights in which you have to toss out road flares to see where you're going, a police station barricaded against endless waves of attacking zombies, the mythical hidden city of Shambhala, an Egyptian village that is home to a cult that worships Akhenaten (or something like that, I can't remember exactly what their goal was), and an ancient temple that is being encroached upon by the highrise apartment buildings of modern China.

Next, the quests. Some of the quests are your garden variety, boring-ass go here kill 10 of X quests, but there are also a ton of really interesting quests. TSW is the first MMO where I've really enjoyed doing quests. The investigation missions are especially interesting. Many require you to open up google (there is an in-game web browser) and do research. Sometimes this means looking up information on fake websites that Funcom has created for the game (such as looking up personnel files on an in-game company's fictitious, out-of-game website to figure out who a character's wife is) and other times you will have to look up historical information about 17th century painters so that you can figure out where to go in-game. One even requires you to decode a message in Morse Code. This took me at least an hour, but it was embarrassingly entertaining. Obviously, these sorts of quests won't appeal to everyone, but if you are having trouble, you can always ask for help or look up a walk-through online (or just skip them entirely; like I said, there are a ton of quests).

Also, the quests givers are distributed throughout the zone, rather than clustered in a single locations. This means that questing is usually not an issue of grabbing all the quests you can and then running out to do them, then running back for your rewards and more quests. Instead, you get a quest, then go do it. This will usually lead you to several locations since most of the quests have multiple stages. After completing the quest, there is usually a new quest you can pick up in the immediate vicinity, and this will lead you to a new location and a new quest. The way you move organically around the zone means that you almost never feel like you are just running back and forth like some kind of errand boy, which for me is an ENORMOUS improvement over WOW's hub-based questing system, which pretty much every other modern MMO seems to use.

Combat is also a lot more fun than in most of the MMOs I've played. You still have a hotbar that you use to trigger your abilities, but different enemies require different strategies, and you have to stay alert and dodge their attacks (there is a dodge button that makes you dive out of the way to avoid many enemies' special attacks). I found this to be really fun, but then again, I don't play many non-RPGs anymore, so maybe this system would be too basic for people with broader gaming experience.

Character advancement is really great too. You have a bajillion abilities to choose from, and they don't become obsolete as you level up. You have no limit to how much experience you can accrue, so you don't need to worry about buying the wrong abilities and gimping yourself. You can spend hours planning out different builds, which won't appeal to everyone, but I found it to be the most fun I've had with character advancement since pre-NGE Star Wars Galaxies. There are so many combinations available, and trying to figure out what abilities will synergise well together is like a treasure hunt. Unlike most MMOs, you can only have seven abilities hotkeyed at a time, so you end up with a highly focused skill set, instead of the 20+ abilities you end up trying to use in the heat of battle in many MMOs. You can swap out abilities anytime while not in combat, so you have a lot of flexibility. This also allows you to play multiple roles with a single character. For example, I use a DPS build while soloing so that I can kill large amounts of enemies in a hurry (shotguns are awesome because they deal AOE damage in a cone, so fighting groups is easy), but when I group for dungeons, I switch to a tank build. This is great because I prefer to play as a tank or healer in groups, but these roles are usually boring to play while soloing. My healing speced Sith Sorcerer in TOR was really fun while grouping, but soloing was slow. TSW's system makes it so you don't have to choose between being good in a group vs. being good solo.

Finally, the dungeons are really fun. They have almost no trash mobs in them, so you go almost directly from boss fight to boss fight, and each boss is interesting and unique. Furthermore, as you go along, you will find that you need to combine the strategies you learned to beat each previous boss to defeat the more complex bosses towards the end of the instance. Running through dungeons multiple times doesn't feel like grinding for gear; it's actually fun.

So, to sum it up, I think the Secret World is a really fun, unique game but is a bad MMO. I didn't stop playing because the game was boring, I stopped playing because I have an extremely short attention span. I've left my subscription active, even though I haven't been playing, because I want to support such a creative game, and I know I'll be back sooner or later.
 

tme

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I wished I would love the game. It has some very cool features that make it unique. The atmosphere is awesome, if you like the Cthulhu mythos at all. Some quests are immersive as hell. The levelling system is unique (which doesn't make it good or bad, it just takes getting used to). However, there are some serious caveats:

- No replay value whatsoever. Sadly, questing is only fun once. I've played one beta weekend, and after buying the game the first hours dragged on like there was no tomorrow.
- The engine is bad, very bad. It seems to be the same as Age of Conan, and it was even outdated back then. Now, it's just sad. Character animations are clunky, you never feel in control of your character, especially when accidentally dodging.
- The whole "Yes, movement is very important" is an outright lie. Mobs sometimes telegraph certain AoE attacks by drawing on the ground, and you have to step out of the zones, but other than that, standing in the same spot does the same than walking around, as all mobs are faster or at least equally fast than you. And sometimes, when fighting in shallow water, you cannot see the attacks that are drawn on the ground, below the water line.
- The multiplayer aspect is bad. Single player instances, single player conversations are all over the map. The only thing to do together it actually killing mobs. Quest instances cannot be done in a party. We've seen this done better.
- The investigation quests can be downright evil. If you can't continue a quest, there's no telling if that is because a) you're not smart enough, b) there is currently a bug or c) you're too smart. In one instance, I searched a room for almost an hour, determined not to ask in help chat or use any other method of help, as I wanted to find the solution on my own. I found out later after abandoning the quest for now that it was bugged. Re-entering the instance multiple times seemed to randonly remedy the situation, and I was able to finish the quest then. Or in another instance, where I had to talk to a ghost while dead. I got a clue, resurrected, then looked for the clue. Determined not to take any help, I abandoned my search only to find out days later that I had to stay dead instead of resurrecting. The hint did not specify that at all. My mistake was to plan ahead and die at the right spot so I could resurrect after talking to the ghost. An example of being too smart.

It you really want to play the game, play it alone. I cannot stress this enough. This has single player game written all over it, and it should be treated that way.
 

eimatshya

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Fr said:
anc[is]I'd like to at least check it out, but as with most MMOs the barrier to entry is just way to damn high.
Writing the long-ass review that I posted above has made me somewhat nostalgic for the game. If anyone wants to give it a try but is put-off by the steepish learning curve, I'd be happy to meet up with you in-game and show you the ropes (until I find a job my schedule's pretty flexible). Send me a PM if you are interested.
 

s0p0g

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eimatshya said:
DoPo said:
So, how is TSW? Anything to praise? To curse? Anything to write home about? I saw some info about it and I got a really strong World of Darkness vibe off that, which I guess is OK. But I haven't looked into the game any closer than a glance quick skim of the official website.
many many many words, almost like Bioware dialogue&shooting based sci-fi "RPGs" ;)
i'd mostly second this, especially all the positive aspects, and there especially the quests that actually force you to use your brain - or the global chat, but if you don't like puzzles as in riddles as in you have to think for the quests, go play... well, pretty much any other MMO, and don't spam the global chat.

that being said, although you can learn every single skill in this game you cannot respec; so if at some point you decide to try something completely different (say, switch from melee/hammer to ranged/guns akimbo) you'll have to grind a *little*, but "level-ups" (as there are no real levels) come pretty fast.

so biggest PROs in my opinion: setting, atmosphere, quests where you need to think (besides the usual go kill X of Y ), combat that forces you to pay attention to avoid the special attacks even the trash-mobs feature, memorable NPCs (even the rather unimportant ones), lots of nice cutscenes but not too many
no: elves, orcs, dragons, knights in phat armour (or chainmail-bikins), mages in robes (SUCH a huge PRO - gawd i grew to hate this standard fantasy crap)
no: sufficient personalisation of your character, imho (even the ME-series were better at this... and they weren't really good -.-" ) (that's a CON :p )
no: servers, thus no ghost-servers, thus no need to coordinate with your friends what server to play on
 

Childe

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i never had any problem with the beta. I thought the char creation was one of the most exspansie ive seen. I liked it but i don't think that its worth the 15/month subscription

Captcha: Pitter Patter-*look over shoulder*
 

DoPo

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Jan 30, 2012
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eimatshya said:
DoPo said:
So, how is TSW? Anything to praise? To curse? Anything to write home about? I saw some info about it and I got a really strong World of Darkness vibe off that, which I guess is OK. But I haven't looked into the game any closer than a glance quick skim of the official website.
Eh, I wouldn't really say it reminds me that much of the World of Darkness. I mean, there is some overlap since they both use world mythology and folklore to create a modern day horror setting, but that's kind of the extent of the similarities.
Really? Let me go through the official information they give out, that's where I formed my opinion from

Imagine if every myth, conspiracy theory and urban legend was true. Imagine a world where you can become anything you want to be, without restrictions such as classes or levels. This is the premise for The Secret World, Funcom?s upcoming massively multiplayer online game set in the modern-day real world.
First sentence - check. You have everything in the WoD. Second sentence - check. No classes, no levels, either.

Imagine a world where vampires hunt for mortal blood in London nightclubs, where werewolves hide in the New York subways, and where demons lurk in the shadows of Seoul. Imagine no more. Step into the secret world.
Aside from the werewolves in the subways (which is just less likely, not outright impossible or even improbable) it's pretty good description of the WoD, too.

Monsters
In The Secret World the creatures of myth and legend are all very much real.

Mummies, vampires and werewolves. Zombies, ghouls and golems. Tentacled creatures from the deep and demons from the pits of the hell dimensions. The horrors you believed were nothing but myth and legend are all true.
In The Secret World the creatures of myth and legend are all real. Vampires, werewolves, zombies, metal golems, and mummies - you will encounter them all.
...yeah. Well, metal golems aren't really common, unless you count the HIT Marks and maybe some of the Promethean. But you could straight lift those descriptions and use them to introduce people to your (say) Mage game.

Imagine a world where entire governments are swayed by the hidden hand and word of secret societies. In The Secret World you get to join these secret societies. The Illuminati, the Dragon and the Templars ? each stand united in their war against the rising darkness, but divided in their pursuit for power. What secret society you choose to join will have profound, long-lasting effects on your gameplay experience.
The Camarilla, the Technocracy, the Seers of the Throne, etc. It's sometimes hard to know who exactly is pulling the strings at any given moment. I really feel for the government in the WoD - it seems that everybody has control or influence over it. I really wonder what do they normally think they do.

The Illuminati reek of New World Order and the Syndicate. Combined with some other elements, yes, but these two dominate.

The Dragon has a lot in common with the Euthanatos.

---

Then again, it's kind of hard to do urban fantasy horror and avoid the WoD altogether. Still, I find it hard to believe nobody behind TSW took any inspiration from probably it.

Otherwise, thanks for the thorough explanation :)

P.S. When I went to their site to get that information, I saw this screenshot


*sigh* I mean, I like ol' Cthulhu but putting him it in anything even remotely Lovecraft-y...I don't appreciate it.
 

eimatshya

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DoPo said:
Really? Let me go through the official information they give out, that's where I formed my opinion from

Imagine if every myth, conspiracy theory and urban legend was true. Imagine a world where you can become anything you want to be, without restrictions such as classes or levels. This is the premise for The Secret World, Funcom?s upcoming massively multiplayer online game set in the modern-day real world.
First sentence - check. You have everything in the WoD. Second sentence - check. No classes, no levels, either.
Well, there are a lot of games that don't have classes and levels (although TSW does sort of have levels. Basically the average level of your equipment determines what areas you are ready for). So, I'm not sure that that aspect alone is enough to conclude that they are particularly similar. I do see how the rest of the stuff you posted would give you a WoD vibe though.

Personally, from actually playing the game, I didn't get particularly strong WoD vibes. There are a ton of Lovecraft references, however (as that screenshot shows). Really, I got more of a Call of Cthulhu vibe from it than a WoD vibe.

This is mostly because you don't play as a Vampire, Werewolf, Mage, Changeling, Hunter, whatever. You play as someone who has been imbued, unexpectedly, with supernatural powers by a magic bee (I guess sent by Gaia to fight the rising darkness, although the game plays mysterious when it comes to the truth about your powers and the nature of your adversary). I guess this is sort of similar to Werewolf: the Apocalypse, but only in that you are imbued with superpowers to fight off the darkness. You aren't a werewolf. You don't have the curse of rage. You can't enter the spirit world (except, I guess, when you die and have a corpse run in ghost form, and there aren't any umbral spirits or Wyrm creatures that attack you during your trip). You aren't a Mage, not in the WoD sense anyway, because your magic doesn't alter reality or provoke paradox. It's pretty much hedge magic. I didn't make it to the Transylvania areas, so I never encountered any vampires or werewolves, meaning I can't say whether they bear any similarity to their WoD analogues. My guess would be no since they are apparently restricted to Transylvania (despite what that "Werewolves in the subway tunnels" thing might suggest).

I've only played one Mage: the Awakening campaign, and I was the ST, so what I know about the Euthanatos and Technocratic Union is limited pretty much to what is given in the Second Edition Mage rulebook. From that, however, I'm not sure that I would compare the Dragon to the Euthanatos. I guess there are some similarities in philosophy, but the Dragon are ruled by a very strict hierarchy. This mute boy somehow runs the whole show (supposedly), and everyone obeys the orders of their superiors without question, despite not receiving any information or context about what they are doing or why they should do so. All dragon are basically willing puppets. Furthermore, their M.O. is mostly to sow the seeds of chaos so that their enemies will fight each other, rather than hunting them down and killing them directly. Again, my knowledge of the Euthanatos is limited, but from the way they are portrayed in the core rulebook, this doesn't really seem that much like them.

Likewise, the whole secret society thing... well I guess there are a lot of similarities, at least on paper, but the whole tone that I got while playing as an Illuminati character was pretty different from how I picture the Technocratic Union or the Camarilla. But then, I haven't played that much of either Mage: the Ascension or Vampire: the Masquerade, so I could be wrong.

Anyway, there are similarities between WoD and TSW, and I wouldn't be at all surprised to learn that some of the designers at Funcom have played WoD games, but I think the similarities are mostly due to shared genre (modern day fantasy/horror based on myths, legends, and conspiracy theories), rather than because TSW is inspired by WoD. Obviously, I wasn't there at the planning meetings for the game, so I have no idea what process they used, but from playing the game I never got a "wow, this is the World of Darkness" feeling (although I did at times get a Call of Cthulhu vibe). You could run a pretty cool PnP campaign set in the TSW world using WoD rules, but that wouldn't really be a WoD game; it would be a TSW game that just happened to use that particular rule set. Again, I've been the Storyteller for pretty much all of my experience with playing WoD (other than playing Vampire the Masquerade: Bloodlines), so maybe my conception of the WoD is off.
 

DoPo

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eimatshya said:
DoPo said:
Really? Let me go through the official information they give out, that's where I formed my opinion from

Imagine if every myth, conspiracy theory and urban legend was true. Imagine a world where you can become anything you want to be, without restrictions such as classes or levels. This is the premise for The Secret World, Funcom?s upcoming massively multiplayer online game set in the modern-day real world.
First sentence - check. You have everything in the WoD. Second sentence - check. No classes, no levels, either.
Personally, from actually playing the game, I didn't get particularly strong WoD vibes. There are a ton of Lovecraft references, however (as that screenshot shows). Really, I got more of a Call of Cthulhu vibe from it than a WoD vibe.
Well, yes, apart from the written information, the rest looks pretty much "Lovecraft with secret societies and magic". As I said, though, I had only read what they had on their site at that point.

what I know about the Euthanatos and Technocratic Union is limited pretty much to what is given in the Second Edition Mage rulebook. From that, however, I'm not sure that I would compare the Dragon to the Euthanatos. I guess there are some similarities in philosophy, but the Dragon are ruled by a very strict hierarchy. This mute boy somehow runs the whole show (supposedly), and everyone obeys the orders of their superiors without question, despite not receiving any information or context about what they are doing or why they should do so. All dragon are basically willing puppets. Furthermore, their M.O. is mostly to sow the seeds of chaos so that their enemies will fight each other, rather than hunting them down and killing them directly. Again, my knowledge of the Euthanatos is limited, but from the way they are portrayed in the core rulebook, this doesn't really seem that much like them.
Well, the Euthanatos from 1st edition (and 2nd pretty much rehashed and reordered the rules) were mostly "creepy necromancers". Revised fleshed them and the Technocracy way more[footnote]If you get the chance, have a look at Guide to the Technocracy - it's pretty sweet, definitely one of my favourite supplements. Basically the Union is described as borderline good guys, who are either doing the wrong things for the right reasons or just don't have much of a say in what their superiors do.[/quote]. The Euthanatos and the Entropy Sphere get more life invested in them (pardon the pun) - they are agents of fate and chaos in 3rd. They use a lot of chaos and luck and work towards preserving the Wheel of Fate and the natural cycle. Let me lift something directly from the Dragon description "Only through collapse and rebuilding, the natural chaos of life, can the world be in harmony." - that's what they want, sans the collapse bit - they tend to the Cycle which has been corrupted. Also "Unknowable instigators of change, through quiet violence they create tiny ripples that grow into sweeping tsunamis." that would be the Euthanatos' preferred mode of action, too (obviously not each and every one but it's a stereotype) - do small manipulations, possibly backed up with Entropy, and get bigger results in the end. If you reduce their focus for death magic (which comes way back from 1st ed, where they majored in "magical assassins" and it kind of stuck) they sound pretty much like the Dragon are described here [http://www.thesecretworld.com/society/dragon].
 

eimatshya

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DoPo said:
If you reduce their focus for death magic (which comes way back from 1st ed, where they majored in "magical assassins" and it kind of stuck) they sound pretty much like the Dragon are described here [http://www.thesecretworld.com/society/dragon].
Really? My bad then. Like I said, all I have is the second ed. core rules, and it seemed like they still had the death magic assassin thing going at that point.

Aris Khandr said:
I got this game last night, and finding myself a bit lost. The game was quite happy to tell me that I could equip two weapons, but offers no tips on how to actually use the second one. So I can magic things all over the place, but not pull out my pistols and put bullets into zombies. Can someone help me out?
In case Blend's post didn't clear things up for you, the benefit to using two different types of weapons is that it allows you to use active abilities for both types (any passive can be used without having a weapon of that type equipped). So, for example, if you want to be a healer, a popular mix is blood magic/assault rifles (or at least it was when I was playing). What this means is that you equip a blood magic focus in one weapon slot and an assault rifle in the other. Then you need to buy a mix of blood magic heals and assault rifle leaches and assign them to your hotbar (you will need to earn some EXP before you will be able to buy abilities). Then, in combat, whenever you activate a blood magic ability, your character will automatically pull out the equipped blood magic focus and use the ability. When you use an assault rifle ability, you will automatically switch to an assault rifle.

So, like blend said, you need to not only equip two different weapons, you need to also have abilities for them. In TSW there is no generic attack. Every attack is some ability that is tied to your weapon. As such, if you equip a weapon for which you have no abilities, you will not be able to do anything with it.

You will want to get two weapons whose abilities synergize with each other. For example, if you look at the abilities for your starting weapon, and see that a lot of the abilities work only against weakened targets, it will be advantageous to get a second weapon that has abilities that either apply the weakened state, or that are also effective against the weakened opponents (if your first weapon can already apply the weakened state). This allows your weapons to work well together. There are other ways you can use your weapons together, of course, but that is the basic idea. Make sure that you have an ability that builds weapon resources and an ability that consumes weapon resources (one for each weapon).

Like I posted above, if you would like in game help, let me know, and I would be happy to log into the game and help you. Or you can probably get help with any questions from other players. The learning curve can be a little steep, so don't feel bad about being confused.