Today Joel Bylos, game director for The Secret World, released the February 2015 Game Director’s Letter and in it details the road forward for the completion of the Tokyo storyline. I haven’t discussed The Secret World in a while, but it is still one of the games I consider myself an avid player of. I even went so far as to purchase a Lifetime sub, figuring why pay every time for every little content update, when a solid one-time payment will net the points I need to continue playing for a long, long time.
My character, a pistol and elemental magic wielding Illuminati darling, is currently parked in Tokyo awaiting the next update, having finished the latest fantastic installment. A long term goal is to seriously update the QL level of my Tokyo gear, but the amount of grind needed to get there is significant and would involve running the same stories over and over, with the only new amusement of attempting to conquer some of the more ludicrous achievements. Not that bad, but playing other or new games for the first time is way better than grinding, and so he sits waiting.
From hearing players reactions to The Secret World overall, there seem to be two patterns that emerge. 1) Not a lot of players tend to make it past the area of Blue Mountain before quitting, and 2) the amount of time it takes to kill one mob anywhere is exceptionally high. These are linked, though, as the difficulty curve really ramps up in those first couple of zones. Higher difficulty, AND a significant uptick in kill time? Even I didn’t get through it unscathed the first time I played, I remember taking a break around that time, too.
However, it wasn’t until I hit the end of the Beaumont story in Blue Mountain that the game finally clicked for me. That’s when it dawned on me that this wasn’t just another zombie story. That TSW really was much deeper than it was letting on. But I had to get to that point first! Thankfully, improvements are coming.
Let’s take a look at that letter, shall we? Here is a rundown of the impending fixes.
- Reduction in the amount of time it takes to bring down monsters pre-Tokyo. – Hugely necessary. As I said above, this is a large issue for many players.
- Reduction in the mob density in the higher packed areas. – Not as necessary as 1, but welcome. It was very easy to trigger a string of never ending fights, and is one of the main reasons I started using a more AoE-centric build, as did others.
- Loot buff for rare mobs. – Sure, why not? A little extra blue gear, being the step between uncommon green and epic purple, never hurts.
- Overall mission reward restructure. – Nice. This will definitely help new players, as it was possible to hurt yourself in the early game. Understanding how gear works in TSW goes a long way.
- Story mission reward restructure. – Also nice. Leveling gear is leveling gear, though. It could be handed out like candy, it doesn’t matter a whole bunch. Like any other MMO, your gear only really starts to matter when it starts becoming farther and fewer between to acquire.
- Transylvanian story rewards an epic weapon. – Nice, but wait… Will we be able to go back and get this? A piece of epic gear has been awarded for the completion of every mission pack so far on offer. If they’re throwing this in there, will it be a retroactive reward for all? Epics aren’t that common to come by, after all.
- Upgraded tutorials. – Nice, but this may not be as helpful as they think. You can put up signs right in front of peoples faces sometimes, and they still won’t read them.
- Map improvements. – Doesn’t say specifically, but I’m thinking map icons. Can’t hurt.
- More achievements. – Always good for those that want them.
- Fast travel system improvements. – It’s about time. Not that there wasn’t a perfectly good workaround for it the entire time in game. Our characters are very hard to permanently kill as lore, so the fast travel amounted to killing ourselves, and then using the spirit world to choose where to resurrect. Badass, but way too much suicide involved. Now it’ll just be a point-and-click system. Not as badass, but more intuitive. I’m cool with it.
The letter also went on to detail how when we finally enter the Tokyo Orochi tower that we’ll be met with an ever shifting dungeon. One of the downsides of grinding the TSW missions is that the missions are the same every single time, so the entertainment level drops after the first couple of times. So, at the very least, redoing the tower over and over again, at least it’ll be moderately different each time and up its replay value.
Overall, sounds like good stuff. Nothing monumental, but not every update needs to be on par with Beowulf. This will hopefully help bolster community numbers as players aren’t as fatigued when they reach Blue Mountain, and so might improve the overall population. TSW has one of the best communities in any game running, and more players will only make it better.