TERA: Rise of The Fallen?
I honestly believe TERA is one of the best games out there, if handled correctly. TERA doesn't have a problem attracting new players, the problem is retaining them. Right now this doesn't feel like an mmorpg. The decisions Bluehole has made are very questionable. Ever since the original developers "left", this game has slowly been on the decline, losing touch with the players and core game mechanics.
Open world:
Open world needs to be more engaging. The world is so beautiful, make use of it. Hidden mechanics, secrets, puzzles, jumping puzzles etc, the sky is the limit. Having similar things like that would make the open world more engaging and enjoyable for the Explorers.
• World boss:
World bosses should be difficult requiring a lot of players. Dropping worth while loot or maybe a buff for whoever kills it (server/guild/alliance/raid whatever sees fit for it.)
• B.A.M:
Personally I enjoyed how they were in 2013, they were challenging and gave TONS of experience. Players would group just to defeat them. Also make B.A.Ms worth while at endgame levels, making them drop materials for crafting/enhancing gear.
• Gathering/Crafting:
This should be more valuable. Introduce new/old consumables. Example eclipse potions, higher hp/mp potions, increase gathering speed. Increase crit power, attack speed, power, movement speed, defense, increase flying speed potions, craft-able costumes etc. The only way to craft them is by gathering and maybe something extra depending on the items.
• Nexus:
As laggy as It was, nexus was enjoyable, it brought the community together and was rewarding at the end.
• New Endgame Area:
Major content change needs to happen, like introducing a new area. Right now Highwatch doesn’t feel like an endgame area at all. It need to be mysterious, dark, frightening and thrilling. The new area should be able to drop gold from mobs with PvP enabled, flying mounts disabled (High risk, high reward)
Player vs Player(PvP):
Man man man... where to begin. PvP is so underwhelming and definitely not rewarding. Bring back the PvP item shop, please. You should be able to gear up through PvP only.
• There should be 3 major PvP instances. Large, medium and low scale that’s it, anything more spreads out too thin. Maybe one mini game for the laughs.
• Make GvG more interesting
(Cross server GvG events would be very interesting. Just an idea)
• Bring back Alliance and PvP rankings/leader-boards.
Player vs Environment(PvE):
There should be PvE rankings/leader-boards on all dungeons. It provides a competitive environment for PvEers.
• There should be dungeons/raids where you have to fight multiple bosses at the same time. Also special types of enemy's they'll debuff/buffs certain things.
• An endless tower type dungeon where you fight bosses/mobs nonstop, being very rewarding at the end.
*GvG PvE style* :thinking:
Random:
• Newcomers/Alts:
You should be able to preview a class you’re interested in, showing different skills and how it works etc. Needs to be updated though.
• Tutorial:
There should be a tutorial explaining every stat in game and certain dungeon mechanics, making it easier for newer players.
• Avatar weapon:
This needs to be removed, it literally makes all weapons 64 below completely worthless.
• Optimization:
Optimization please! Also players should be able to disable almost anything in the UI
• Mounts:
Bring back Account Mounts. Seriously.
•Balancing:
Bluehole and Enmasse should hire former players for balancing. For example Hirez hired a bunch of players from the community for balancing and game design in Smite. It would be nice to see something like that here.
As you can see most of the suggestions are focused around bringing the community together. When there's a healthy community, more will come and stay. Playing a game should be fun no matter what you do. Exploring, PvP, PvE, gathering, crafting and socializing. Having different elements all can enjoy.
Open world:
Open world needs to be more engaging. The world is so beautiful, make use of it. Hidden mechanics, secrets, puzzles, jumping puzzles etc, the sky is the limit. Having similar things like that would make the open world more engaging and enjoyable for the Explorers.
• World boss:
World bosses should be difficult requiring a lot of players. Dropping worth while loot or maybe a buff for whoever kills it (server/guild/alliance/raid whatever sees fit for it.)
• B.A.M:
Personally I enjoyed how they were in 2013, they were challenging and gave TONS of experience. Players would group just to defeat them. Also make B.A.Ms worth while at endgame levels, making them drop materials for crafting/enhancing gear.
• Gathering/Crafting:
This should be more valuable. Introduce new/old consumables. Example eclipse potions, higher hp/mp potions, increase gathering speed. Increase crit power, attack speed, power, movement speed, defense, increase flying speed potions, craft-able costumes etc. The only way to craft them is by gathering and maybe something extra depending on the items.
• Nexus:
As laggy as It was, nexus was enjoyable, it brought the community together and was rewarding at the end.
• New Endgame Area:
Major content change needs to happen, like introducing a new area. Right now Highwatch doesn’t feel like an endgame area at all. It need to be mysterious, dark, frightening and thrilling. The new area should be able to drop gold from mobs with PvP enabled, flying mounts disabled (High risk, high reward)
Player vs Player(PvP):
Man man man... where to begin. PvP is so underwhelming and definitely not rewarding. Bring back the PvP item shop, please. You should be able to gear up through PvP only.
• There should be 3 major PvP instances. Large, medium and low scale that’s it, anything more spreads out too thin. Maybe one mini game for the laughs.
• Make GvG more interesting
(Cross server GvG events would be very interesting. Just an idea)
• Bring back Alliance and PvP rankings/leader-boards.
Player vs Environment(PvE):
There should be PvE rankings/leader-boards on all dungeons. It provides a competitive environment for PvEers.
• There should be dungeons/raids where you have to fight multiple bosses at the same time. Also special types of enemy's they'll debuff/buffs certain things.
• An endless tower type dungeon where you fight bosses/mobs nonstop, being very rewarding at the end.
*GvG PvE style* :thinking:
Random:
• Newcomers/Alts:
You should be able to preview a class you’re interested in, showing different skills and how it works etc. Needs to be updated though.
• Tutorial:
There should be a tutorial explaining every stat in game and certain dungeon mechanics, making it easier for newer players.
• Avatar weapon:
This needs to be removed, it literally makes all weapons 64 below completely worthless.
• Optimization:
Optimization please! Also players should be able to disable almost anything in the UI
• Mounts:
Bring back Account Mounts. Seriously.
•Balancing:
Bluehole and Enmasse should hire former players for balancing. For example Hirez hired a bunch of players from the community for balancing and game design in Smite. It would be nice to see something like that here.
As you can see most of the suggestions are focused around bringing the community together. When there's a healthy community, more will come and stay. Playing a game should be fun no matter what you do. Exploring, PvP, PvE, gathering, crafting and socializing. Having different elements all can enjoy.
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Comments
It is really sad that if the thread doesn't have personal attacks against EME or other players the thread/post doesn't get significant +Like.
If only BHS could/would talk and listen to the TERA community this game could be such a beast. IMO it has the potential to be better than WoW.
+1 @H634KL3NAC
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Ignoring PVP cause luuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuul pvp in tera ecks dee xd
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Just an old s-poster's 2 cents
This game seems to have made the conscious business decision to make its money on costumes and keeping its current 3 and 4* dungeon players happy. Its almost like they are content to try and continue to make money until the game closes rather than grow the game.
Not much you can do about the pay to play people. Maybe require the player to do 'X' amount of said dungeon before doing harder ones (Don't take this too serious, just throwing something out).
The instance matching system should have a different level of dungeon from LFG and from regular queuing. Damage and hp should scale accordingly the mechanics do not need to change (how we learn). Reward *amount* should be what separates them, not reward type. For instance the 3 and 4* dungeons should all drop meaningful crafting or advancement loot. But, normal queue drops 2x amount, lfg 1x and ims .5x amount. Each one should hit a counter for the dungeon. No one can double or triple dip and really if the rewards are done right, no one should need to.
I think this would I think make the older established players happy (with rewards that matter at an amount given to each member of the party) and allow other players whos guilds don't really raid, or newer or casuals without a guild to advance.
This may just get more casual players or players of all classes (tanks and healers) comfortable with mechanics so when they do gear up they are comfortable to do lfg more, or even look for that guild since training runs are...
This is basically the game now... run your daily's and try the enchantment lottery. A lot of things could be mitigated if players were able to trade all enchanting materials as more top-tier players could farm materials to earn profit while increasing activity of veteran and top-tier players. Simply, the economy is suffering because most items are untradable and the rng is sucking the profitability of this game dry. The only way to earn a steady income is to run IoD which is mind-numbing. In the golden days, almost all items were tradable... there's a reason why people often reflect on the previous state of the game.
Please merge this thread with the other Feedback thread and pin it, so that we can continue posting on it and it's not forgotten about, thank you.