"You said someday you'll change
But even a fool will tell you
Someday never comes"
Brandi Carlile - Someday Never Comes
Partial list of bugged features I've personally experienced in The Secret World: Legends :
stuck animations
switching instances to join your group splits groups
ground targeting will not function while queued after another ability
cone AoE hitting even when off-target, at infinite range
invisible ground AOE (many, many examples)
stuck "in combat" for several seconds after fights
tankless groups created by groupfinder algorithm
pvp health rebalancing will only feign working if you swap gear
inventory items flickering in and out of existence
mobs killing through walls while unreachable
mobs going into infinite regeneration mid-fight (no, not evading)
instance bosses misfiring their skills and insta-gibbing the whole group
instance boss running out of the playable area
a different instance boss running out of another playable area
mission item permanently unobtainable if your inventory was full when you clicked it
mission item only activates AFTER the player relogs and re-does most of a mission
"walk through portal" final step of a multi-hour mission chain teleported me to a wrong location and therefore refused to complete
Add to this the fact that TSWL managed to BSOD my computer, a feat even games officially in Beta or Alpha can't usually attain, plus many many other freezes, CTDs and other flavors of fail. Hilariously, most of the bugs in Legends aren't new. They just haven't been fixed since TSW's launch five years ago. Legends simply duplicated and propagated existing problems and piled on with more serious crashes.
I filed a bug petition.
A week later a GM finally replied, apologizing for the delay.
Delay? Fifteen minutes is a reasonable timeframe. Half an hour to an hour is a serious delay. "Delayed" overnight is already pushing the boundaries of the term.
Putting your customers on hold for a solid week means you've capitulated running the show. You are now the joke.
At this point, I'm half in this for trainwreck appeal. This ain't opening night we're talking about, either. Nearly a month after Funcom's big re-launch of a five year old product, the bugs only seem to be multiplying. Hilariously, even that timeframe confuses new players. I've run into three starry-eyed young novices so far who've made comments like "wow, this game looks really good for having come out in 2002/2004/2007!" The very speed with which TSW rendered itself obsolete seems implausible and puts it barely a step above vaporware. When you hear of a re-launch, you picture something at least a decade old.
So what about the relaunch itself? Out with the old, in with the... old, again. As I recollect, soon after its 2003 launch, EVE-Online scandalized its players by rolling back server and character data about a week. It was seen as a shameful display of incompetence. Funcom has now pulled a five-year rollback, dragging all its most faithful customers through the same inane instance-farming marathon all over again. Pragmatically, this serves the function of reconnecting a minute (and continually dwindling) playerbase fragmented by their relative positions on the years-long WoW-clone MMO iterative gear-accumulation treadmill. Just don't expect Funcom to admit that openly. Also don't expect them to admit to purposely slashing benefits for subscribers (and lifers) in favor of aggressively pushing their new pay-to-win cash shop currency "aurum."
The best that can be said of Legends is that it at long last resolved TSW's woefully unbalanced, redundant chore of a skill system, and in all fairness the new interface is much smoother, more intuitive and responsive. Unfortunately, Legends achieves this end by throwing out most of TSW's leeway for player choice, skill variety and synergy. Weapons' effects no longer interact with each other and with target-lock removed from the interface, combat resolves to hitting whatever's in front of you - literally. While it's easier to get into, it's also more dumbed down than ever.
As for new content, there is none. There may be, in the future. Honestly, seeing how bugged the new old content is, I'd love to see them try to implement some new-new zones and instances just for the faceplant comedy value. While considering what tone I'd take with this post I at first thought I'd praise the development team for actually putting an impressive amount of work into Legends. The new tutorial works flawlessly, I must admit. Then, bugs aside (many, many bugs aside) I remembered my own complaints on this blog from three, even four years ago that TSW's updates had quickly diminished to plain text, a trend only partly interrupted by the two Tokyo expansions. While Legends might look impressive in one glance, it represents years of absent balancing or content updates, years of TSW trying to drown its customers in mindlessly repetitive timesinks (AEGIS upgrades, scenarios, the Museum of the Occult) while never addressing its gameplay issues.
When these long-overdue fixes to their shoddy work finally came, they came bundled with renewed demands that players pay into the cash shop for a "new" re-branded product which so far amounts to even less than the old. But hey, their loyal customers are still rushing to create third-party interface cheats to make up for the game's inadequacies, because as previously noted, it's entirely possible to be both incompetent and crooked in the game industry yet still draw a crowd of enthusiastic slaves from gamers.
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