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HealShot

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HealShot last won the day on December 23 2016

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About HealShot

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    SWG Is Life

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  1. I hate to say it but most other MMOs come and go GW2 has stood the test of time. It is amazing you get all this content for free and without a monthly sub. With the expansion and base game is better than most subscription based games. So if you're on the fence come check it out. Also, come experience questing how it should be no more backtracking. This game is made to be social organically with great mechanics so no need to get worried about people helping, you kill mobs you both get credit and loot. Reviving dead players is rewarded and so is teamwork. Come experience an MMO that never punishes you for wanting to group or help out anyone!
  2. It is no secret that I am deeply vested The Secret World. It is my favorite game, and I am fortunate enough to get to write about and stream it as well as play it regularly. So I care about its future. And now, that future includes Secret World Legends. There is so much about this whole reboot/rebrand thing that we don't know, and things we just can't quite conceptualize yet. That's why I was so glad Game Director Romain Amiel asked me if I wanted to sit down and chat about the game, tossing him all my questions. Boy, did I have questions! (He might have come to regret that last bit, but he did answer my huge list!) Obviously with only a couple of hours I couldn't learn everything there is to know, but here's the run down of everything I did. Also, there are a few more items that players will be happy to learn as soon as they are officially announced! I will say, that although there are some things I personally don't think I will like (though I think many will), I am much more optimistic and even excited about the whole situation. Secret World Legends is how we get to continue the story we've all be dying to experience. And devs seem committed to giving TSW players bonuses and perks in the new game, such as free weapon unlocks. Why? We all know something had to happen. We loved The Secret World, but in order to keep getting more TSW story goodness, it needed to bring in the funds. So change was necessary. As Amiel said, the reboot is the way to continue telling the story, and the team really want to tell this story! They wanted to continue making the game. And trust us, we want them to continue telling the story as well. Some might wonder, though, why such a drastic move? Amiel summed that up by saying: "It's the opportunity to fix so many things we wanted to do since before launch." He said that the original build tried to innovate too much all at the same time, and the game suffered for it. He went on to say that once the game was live, it was all about moving forward and getting more story out, especially as the story is the selling point of the game. However, that didn't afford the chance to stop and fix things like they wanted. And a system like combat has to be fixed from the ground up. This gave them the opportunity to fix, and Amiel is excited for how it all turned out. Beta bits A quick note about beta: We already know that closed beta invites have already started and that invites will be coming out in batches. Testers who jump in will have beta forums to communicate with devs (Amiel noted that devs will be very active there), and feedback will be essential and is encouraged. Other than that, however, mum's the word; players will be under a strict NDA. Basically, if you see me stop speculating, it means I am in! At the end of closed beta there will be a total wipe, then beta will open up to everyone. At that point no other wipes are anticipated. Combat changes: Ability wheel One of the biggest questions on people's minds is how does combat change. Since this was one of the biggest turn offs for many, it's going to be a make-or-break point for a number of folks. If you like action combat, you will probably be pretty pleased. I will honestly say that after hearing everything, I am saddened because this is the type of combat I hate to play. But, I've always preached that the game was worth it for its stellar storytelling and atmosphere even if there is an aspect or two you aren't in love with, and so it is still totally worth it to me to play even if I'm finally in the group that doesn't like the combat. So let's define what is different and what is staying the same. Let me start by saying that the ability wheel itself is gone: The physical manifestation of the wheel no longer exists. However, the ability to choose whatever abilities you want in whatever weapons you want is still there. Amiel said it was crucial that players could still make their own deck how they wanted. The difference is that now the interface is a page instead of a wheel. As attached to the wheel as I am, I have to say after seeing this weapon page I believe I shall be a fan of it. Amiel discussed how one of the biggest turn offs to new folks was how overwhelming the wheel was, so making things simpler and less confusing was the team's goal. And these weapon pages are less cluttered, easier to see everything at a glance, and allow you to track progress better. Basically, every weapon has a page accessed via tabs on the left, and each weapon page will have a tab for active abilities and one for passive abilities. (Auxiliary weapons also have a tab there, but we aren't discussing those yet.) There are fewer abilities, but Amiel emphasized that the ones that were pruned were filler abilities that no one used -- players just bought them on the way to the abilities they wanted. He explained that the abilities are sorted into three progression paths: damage, uniqueness (like healing), and group build. However, choosing one path does not prohibit you from choosing another; you still earn the AP to unlock whatever you want (that is next in line) on whatever weapon you want that you've unlocked. Your level will have no bearing on which abilities you can select, just how much AP you have and which weapons you have unlocked will. Now, about passives. These abilities are split into two categories. One is the passives that are locked to the specific weapon and can only be used (and benefit) that weapon. The other category is global passives. These are passives which become permanent, always-active buffs on your character regardless of what weapons you use. If you wondered what reason people might have to unlock other weapons than the ones they prefer, this is it. Another quick note about the weapon pages: There is also an expertise level associated with each weapon, and using that weapon will increase your expertise. Having a higher expertise then translates to being able to use the weapon better, which means you get higher bonuses the more you use that weapon. To start out, players will choose a deck to play, sort of a class. I hesitate to use the word class because players are not locked into that at all. The starter deck/profession/class will grant the player access to the two weapons for free as well as the clothing deck reward. (To earn all other deck outfits players will have to complete those weapon pages.) Although all TSW players who link their accounts will have every weapon unlocked for free, everyone else will need to actually purchase each additional weapon unlock. Fortunately, since currencies are tradeable, folks can also purchase the necessary currency to buy unlocks from other players using currency they have gained through playing. Combat changes: The fight So here's the part I personally hate: Combat is now action combat with a forced reticle. Your primary weapon attack will be the left mouse button and your secondary weapon will be the right mouse button. Dodging will be via an action button instead of double-clicking a movement key. Potions and food will also have a place on the hotbar, and even mounts will have an easy access spot in the new UI. Amiel said that the focus was on making combat more interesting and engaging. As such, each weapon has its own identity, a gimmick you could say to make playing it feel unique compared to the others. It wasn't about just making different animations, but making it feel different. He also emphasized that the main ability is stronger than before. The actual fighting will be using the mouse buttons as well as special abilities you add to the number keys. Movement is by WASD, and the mouse will turn your view. Players will have the ability to rebind to a configuration they prefer. On the subject of fighting, there's also some cool news incoming about dungeons, so we'll have to keep an eye out for that announcement to be made. Possibly the best part of the fight is the conclusion when you receive your reward loot, right? Amiel described how the loot mechanic was changing. All players who participate in a kill (grouped or not, there is no mob locking) will receive their own individual reward. Players can compare their loot and trade, or they can keep anything they want to use in the new gear mechanic. Gear changes That brings us to another change: gear. Amiel explained that gear upgrades are done differently now. Basically you can find a green item in Kingsmouth that you love and you can just feed it other gear to level it. In time, your favorite items can become blue, purple, and even legendary. So the gear you begin with can grow with you throughout the game. Thankfully, gear items and appearance clothing remain completely separate systems. In fact, Amiel said that the dressing room interface has been revamped. He said it is improved dramatically, making it much easier to use; it's easier to see what you own and even how to get what you don't own yet. As for the Aegis system, Amiel stated, "It's been improved and made a lot more fun, but more information about it will come with the release of Tokyo." Let there be levels Another concern folks have is the change to levels. Amiel said that the game always had levels, they were just invisible. Zombies in Kingsmouth were decidedly easier to kill (lower level) than vampires in The Shadowy Forest. The difference now is that those levels will actually be noted on mobs and characters; folks will see in a glance if they are of an appropriate power range to take on any certain encounter. One reason for this change was because of an inherent flaw that came with the completely open choose-whatever-I-want system. Amiel explained that there were many instances where, in choosing to spend their ability and skill points in certain ways, some players actually seriously hampered their ability to play. Basically, they messed themselves up by not giving themselves the tools they needed to move on. This would cause great frustration and the game lost players. With this level system, players will get boosts in HP and such as they level, making sure they have the minimal tools available to continue their journey. If this can help people from slamming full force into the Blue Mountain wall and quitting the game, it will be a good change. Players can still help friends of any level, and being over-leveled should not hinder the lower level as loot is personal. As a side note, I also learned that there will be the requisite "you leveled!" ding and animation. Amiel told me it is an anima burst and an announcement. I can only pray it is very muted, because that kind of fanfare would totally and completely detract from the setting for me. I do not want a light show heralding my new power! I can understand others like that though, so perhaps an option to turn that completely off could be a part of it. PvP changes PvP may not be a focal point of TSW, but it is a part of it. So how will PvP be handled in SWL? Amiel said that to start, likely only Shambala will be available. He said the movement is away from faction PvP. The team will be taking feedback as to how to fix and implement the other battlegrounds, so be sure to add your feedback on the beta forums when you get in!
  3. https://secretworldlegends.com/ http://massivelyop.com/2017/04/01/exclusive-interview-romain-amiel-on-secret-world-legends-story-monetization-membership-tokyo-and-more/ Don't miss the first part of our Romain Amiel interview from yesterday! Did you get your fill of Secret World Legends answers from the first half of our exclusive interview with Game Director Romain Amiel? Us neither. Luckily, we have the scoop on much more regarding the Secret World reboot. (Hey, we did mention we had lots of questions!) Here, Amiel focuses on the story and the missions, monetization, transferring your favorite cosmetics, content releases, optimization, and more. Keep reading to learn the 411. Story changes Don't panic! Nothing has been taken away from the story. In fact, it has been added to. Amiel described how in some places you move to the next part of the main story mission without even knowing why -- you just do. Illustrating with the example of Egypt, he noted that bits have been added to make it clearer why players must move from one place to another The basic story is the same, and the awesome cut scenes are the same, there's just more. Whew. How about the other missions? Amiel stated that there was absolutely no change to investigation missions (Yay!). Action missions, however, are another story. He explained that the changes in those involve bringing the action closer, so people were not running all over the map to complete those missions. The idea is to reduce downtime of just running around to get to objectives. Since the old system had players ending one mission near the start of another, I asked how this will affect folks finding the scattered missions. Amiel explained that there are many new missions added that lend to exploring the world. Although many of the missions haven't changed, how players will access them has. Amiel noted that folks will use a key to talk to NPCs instead of clicking the floating mission icon near NPCs' heads. Investigating and using all items will also be a key press. Monetization We've already discussed some forms of monetization (weapon page unlocks), but folks are understandably nervous about being nickel-and-dimed since the story content itself will be forever free. How exactly will Funcom make its money? From the vanity and convenience items as well as subscriptions. But that doesn;t mean players have to spend money to play or get anything in the game; Amiel explained that players will absolutely be able to get all the things in the game without forking over cash. He said there will be two types of currency -- the one you buy for cash and the one you earn for play time in the game. Amiel did note that there may be some slight differences to things such as vanity items in the store that can be gotten by the two currencies, but since the currencies are tradeable, players can make deals with one another to get particular items. But of course, the game keeps running on getting cash, so everyone who wants the game to continue wants some folks to support it financially. You can do that via ala cart purchases or by subscribing. Membership benefits Although Amiel said he couldn't elaborate too much on what the specifics of the patron benefits are (as they are still being worked out), he did emphasize that it was similar to now and that the team was committed to making the membership enticing. Bonuses like players receive in TSW (XP, currency, etc) are pretty much a given. He said to watch for a blog that will appear as soon as it all gets ironed out. Will patrons and grandmasters earn more of the special currency used to buy all the extra goodies in the item store? That is highly likely. Remember, however, that Bonus Points have to be spent in TSW and do not transfer over. You also might want to consider spending them before SWL launches if you want to carry over specific vanity items since you can only carry over stuff you have unlocked (most likely as of the moment you link the accounts). You can take it with you After nearly five years, many players have accumulated a number of items that they certainly don't want to lose. The good news is that many items will transfer over to the new game. Amiel emphasized that anything bought from the store, gifted to you, obtained in a bag, or earned exclusively will be transferred. That means all those pets and mounts and outfits you worked so hard to acquire will stay with you. The vanity items that won't transfer are the ones that are earned via missions and possibly from achievements. One reason is that you can earn them again! It is important at this time to note that for things to transfer, they need to be claimed on your character. If you are like me and haven't added some pets to your collection (because you couldn't decide which alt to give them to), you need to get them out of your bag and into your collection in order to transfer. It looks like the system will take a snapshot of what you own -- across all characters, not just one -- when you link your accounts. So click them and get them out of your bags, or try and quickly sell what you don't want to give others the chance to enjoy having them. There's no real benefit to holding on to anything if you plan on playing Secret World Legends and want your goodies there. Also, lucky coins will not transfer, but anything you buy with them will. So if you want to use them and get items to take with you, you will have to make your purchases before linking your accounts. Still achievements and lore Speaking of achievements, I'll mention that achievements have been reworked, but that there are still many of the same ones. I don't have any more specific details until I can look at them in the beta -- and then I can't tell you! I also confirmed that lore is still a thing, as is the Museum of the Occult. The lore, however, could have moved (there goes all my work on my bestiary guide!). When will Tokyo hit? Since the game is launching without Tokyo, I had to ask how long it would be before we saw that playfield. Although he couldn't give a time frame, Amiel said it would be very soon after launch. Tokyo is not a part of Secret World Legends' launch not because it isn't done but because it will be opened again by The Whispering Tide event. Now don't panic: Amiel assured that this time the event won't stretch over multiple months. However, it was a big part of opening Tokyo and a part of the story progression. That's actually good news for anyone who missed it the first time around. In discussing updates, Amiel shared that the team has very aggressive release plans after launch. Throughout the interview, he spoke many times about how much the team wants to continue the story, and the focus is the story, so hopefully we won't have to wait terribly long to get to the next big chapter of season 2! Playing both games This may not affect many people, but it affects a couple friends and I. If you have any unredeemed Steam keys for the game, you will want to make sure they are redeemed before the launch of Secret World Legends. At that time you will not longer be able to redeem the codes and will have wasted any money you spent. Once you have redeemed them, however, you will be able to download TSW from the official site and play it from there without having to buy any other copy, just follow the instructions on the site. Amiel did note that the sale of The Secret World would possibly cease completely, so once SWL is out there will be no way for anyone to try the original unless they already own it. It is also likely that no DLCs will be available anymore either. However, this is not a sure thing, but I wouldn't count on it. Better optimization! I just had to throw this one out there. Amiel stated that a whole bunch of optimization has been done, so the game can run better. The new system requirements have not been detailed, but if you could run TSW before, you can run SWL; it should even run better. It will also likely run better because only about 10 people will be allowed on each playfield. That is significantly less than the 60 or so from before. This also means that you are less likely to run across strangers in your adventuring (which can be a boon if you'd ever had to deal with people coming and messing up certain missions by clicking items out of order). But wait, what about those big event world bosses we needed a huge crowd in order to down? Will we still have anniversary golems and golden weeks? Amiel said not to worry, the world bosses -- and all their loot -- are not going away. Instead, the large fights will be in special playfields built for large groups, much like the Flappy raid from The Whispering Tide in Agartha. Speaking of areas for large groups and Agartha, Amiel also said that Agartha was revamped. It will be easier to navigate and will have special sections designed for folks to congregate, from raiders to roleplayers. I have to admit, I am really curious to see that latter one!
  4. My in-game name is : Healshot Add me and will play
  5. Here is the best video about the game: https://www.youtube.com/watch?v=Rpl2QLD7KEE
  6. Here is the new content coming out march 13th: https://www.youtube.com/watch?v=94kj8Z7rw4o
  7. https://www.youtube.com/watch?v=gSUf-2KLpwg So if anyone is interested hit me up here or on discord. Next update will be hitting the servers for legendary on 13, then for epic they get access 14 and explorer get access on the 15th. July 17th is launch day for the game! https://www.youtube.com/watch?v=jHFh1lR9Rdw
  8. What is Albion Online? https://www.youtube.com/watch?v=HKb8NPs5YDY Albion Online | Action-Packed PVP https://www.youtube.com/watch?v=8z-MGo5n6k4 Albion Online | You Are What You Wear https://www.youtube.com/watch?v=AVFJenxzkaQ
  9. One of my favorite movie franchises ever.
  10. One of the funniest shows, I have seen in a long time!
  11. Here is a little FAQ: http://www.ashesofcreation.com/faq/ Here is an Interview they did with MMORPG.com: http://www.mmorpg.com/ashes-of-creation/interviews/intrepid-studios-aims-to-breathe-new-life-into-the-mmorpg-1000011398/page/1 If you Sign up on there site please use my referral link: http://www.ashesofcreation.com/ref/Healshot/
  12. This game came out of no where and is kinda mind blowing. Sign up today and participate in developer discussions, and enter to win weekly drawings for Alpha and Beta testing!Official AoC Website - http://www.ashesofcreation.com/AoC Forums - http://www.ashesofcreation.com/forums/Facebook - https://www.facebook.com/AshesofCreationTwitter - https://twitter.com/MediaAoC
  13. Gonna wait on this. The Survival sandbox market is flooded with these games. I'm not sure if Funcom is gonna pull this one off, or are we gonna have another DayZ on our hands. Also lets not forget what happen with there MMO version of Conan.
  14. War Paint/ Dino Paint Tutorial
  15. http://www.ark-survival.net/en/image-to-board-sign-pnt-converter/Warpaint Modification TutorialStep 1:Export a nearly empty (maybe just one dot) Warpaint of your dinosaur or whatever you want to create a template of the dinosaur you want to paint. Of course, you can also save an existing skin that you just want to modify.Step 2:Upload the PNT File from your directory (Steam/steamapps/common/ARK/ShooterGame/Saved/MyPaintings) to the converter page (link) to create a normal image.Step 3:Download the image from the last step and edit it with the tool of your choice (MSPaint, Photoshop, GIMP, …).Step 4:Upload the image in this toolMake sure you import it as “DIRECT”. This way it will not get resized. You also can change the colors used to generate the image in this step.Step 5:Download the PNT file. Rename it to the same filename the original file had (the file you uploaded in Step 2). Move it back to the same folder as in Step 2Step 6:Load the PNT file onto your dinosaur in ARK.If you need a more detailed insight – how to load a PNT file in ARK – just use this tutorial from Step 4. It’s basically the same as with signs.