[TERA PC & Console] En Masse is closing, but TERA lives on! We will continue to support TERA PC (NA) and TERA Console until service is transferred. Stay tuned for more information.
[TERA Console] The Grotto of Lost Souls update (v85) is now live! Read the patch notes here: https://bit.ly/TERACon_v85
[TERA PC] The 64-bit update (v97) is now live. Check out all the changes delivered on August 11 here: https://bit.ly/tera64_patchnotes
[TERA PC & CONSOLE] Summerfest Part 2: The Beach Bash is on from August 11 until September 1! Participate in event activities to earn tokens redeemable for costumes, consumables, mounts, and more! Details: https://bit.ly/tera_sf20
Suggestions
-Edited for discussing moderator action-
First lets start off with events:
content:
pvp:
pve:
classes:
thus ends my lengthy post, sorry if its too long or boring.
First lets start off with events:
recent events have been tagged by many as broken, ridiculous and ludicrous while being comment by others as great, fun and enjoying. now both of these sets of descriptions can be considered correct, mongo for instance it was a great thing to see guilds be alive again and hunt mongos together, av is a pve server but i can imagine how open world pvp servers were. the converse to this is that in many raids and even in my own guild's there were people just afk looting, or even as some would not want to admit to but multibotting inot hte same or different raids. then there was the 1 hour event the day after the server issues arising out of the CU patch, again it was fun to compete and hunt the mobs however the issue with this event was the rewards (mongo somewhat as well and definitely before with the golden inners rain), this even in 1 hour gave the rewards of an entire day (i would say a full 24 hour farm) of the mongo event. while many would say hey its a nice way to give newbies or free players or even busy players some way to catch up, as said before if you look at the people who benefited the most it was mainly none of these field of players, it was more the set vets who had the best haul in these events. the other issue is and i have seen it first hand is it also breeds a mentality of players feeling entitled to stuff and also a sense of dependence and even laziness. using myself for example i have never spent money to sell emp in game for gold or for purely cash shop items, i spent $200 last christmas to get noble moon and timber in the gift box event, yet by playing for like 2 hours and on some days less or not at all and yes somedays more i think i have done pretty well, i have a few million gold spread on my chars/accounts i have enough mwas to probably +15 3 full sets i have costumes, mounts etc, just from literally playing the game and being a bit smart, if i want something i farm for it rather than buying, i have never spent money as in real money on elite i use in game gold for vouchers. the point is even without these events you can reach the same level as master swipers etc. proper balance should be found between challenge and rewards for these events, in the case of the mongo for the time taken it was fairly ok other than the early hiccup however the rare spawn rate made it not so rare and it also made the legendaries pale in comparison loot wise. the 1 hour event as stated before absolutely broken, too much loot for too little effort and if held again hopefully some adjustments in either or both fields should be made. as for the mandrake invasion lets wait and see how that one goes.
gear:
prior to the ts/ai patch i never made vm gear, i ran the dungeons/raids but always used mid tier, having started playing since the original whhm patch time. the first issue with this topic i would say is the one that at some points garners a lot of attention, being hte issue of +15, +15 is seen as an issue in many ways, one being the effort/reward and the rng related to it, a person can spend a hundred to a couple hundred attempts and never see +15 or even +13, in ktera there is no announced intention to change this system from the horrible rng based mechanism we currently have. thus far there have been 2 suggestions to "fix" the system, either apply a correction % as with regular enchanting but scaled to awakened enchanting or a direct enchantment method with a proper material requirement, lets use for example 1k-1.5k-2k mwas and the relative feedstock to go with it, the reason i used these figures is to make it accessible not to casuals but to free as in non elite players who still play hardcore and they do exist. now this issue goes hand in hand with the other part of the problem which is the issue of +15 broke pvp and should be removed and done away with. as stated before by making it less rng but still requiring some work to be done we would or should see less people complaining about +15 gear and put more people on a level field, the other option is to make the pvp gear from the pvp credit shop better in pvp than the vm +15 or we go back to the split gear sets of a +15able pve and pvp sets. i do not believe in doing away with the awakened enchanting entirely as it does give some people something to do and to aim for however it does need some tweaks as stated and suggested.
the other issue with gear is that having played other mmos etc, there were some games that offered multiple gear sets at "end game" of a specific patch, here in tera however is just basically vm, a single set. gear diversity would be a great thing to have, the only issue is it would have to break the meta of the few useful and the useless stats and make more stats viable other than basically crit and power, even diversifying gear set bonuses alone with crit would be nice and atm people mainly aim for the power bonus and we only have power bonus (aggressive gear stat) on gear sets. how about a gear set that has crit instead of power or even a speed on a roll like jewelry, all in relative values so as to not cause issues with making certain classes op etc.
my final issue in gear is customization, atm our main method of customization is etchings, while some may say gear rolls, being real there are optimal gear rolls that are mainly static across most classes or subclass species. even among etchings there are optimal and worthless selections, etchings can be revamped to make more choices and meaningful choices that is available, one idea was double stat etchings like lets say for tanks even though threat etching atm is useless but just using as an example, threating keen etching etc however not along the rng lines of dyads please
. my other suggestion was to use the lore of tera more in the actual game, like from certain bosses or dungeons which i will go into more in content drop certain materials/items to imbue your weapon with an aspect based on the gods in tera, velik/kaia etc
the other issue with gear is that having played other mmos etc, there were some games that offered multiple gear sets at "end game" of a specific patch, here in tera however is just basically vm, a single set. gear diversity would be a great thing to have, the only issue is it would have to break the meta of the few useful and the useless stats and make more stats viable other than basically crit and power, even diversifying gear set bonuses alone with crit would be nice and atm people mainly aim for the power bonus and we only have power bonus (aggressive gear stat) on gear sets. how about a gear set that has crit instead of power or even a speed on a roll like jewelry, all in relative values so as to not cause issues with making certain classes op etc.
my final issue in gear is customization, atm our main method of customization is etchings, while some may say gear rolls, being real there are optimal gear rolls that are mainly static across most classes or subclass species. even among etchings there are optimal and worthless selections, etchings can be revamped to make more choices and meaningful choices that is available, one idea was double stat etchings like lets say for tanks even though threat etching atm is useless but just using as an example, threating keen etching etc however not along the rng lines of dyads please
content:
pvp:
pvp in tera is a very touchy topic as in pvp servers you can get banned for ganking and griefing and the discussion of but its a pvp server why complain or whats the problem arises. a system can be put in place such as you can only attack a specific player with a level range and yes even lvl 64 pales in comparison to lvl 65 so lvl 65 should be locked to lvl 65 only pvp, while it may seem rigid and restricting it does beat the current scheme for example on fey forest of open world pvp at 65 only. it allows pvp across all levels some what fairly and still in some way protect lowbies from 65's ruthlessly pking them across channels and areas.
battlegrounds are also an issue, i believe currently kumas royal is one of if not the most played bg, however i would not consider this pvp or a real battle ground also the tanks bg that ktera got, idk if we will ever get it as well but eu tera advertised it i believe. we need more competitive actual pvp bgs, my 2 ideas are are 3 or 5 man relay bg, where you fight 1v1 and then cycle through your team based on deaths, if you die to position 1 of the opposite team position 2 on your team comes in, however no tag system like bns or team combo like bns, the other idea was queuing for 1v1 matches, make these and the current bgs, cs,3's and fwc, worth it though because atm fast matching, short match and better reward per time is making kumas out shadow the current bgs.
ye old gvg comes in next, our most recent patch CU does present a nice area of open world pvp at any time and on one day a winners pot, however on pve servers this is some what restricting,yes people will say hey well you choose a pve server live with it, the thing is while people love pvp they may not want to do it all the time and when they do not always in the same location, the old gvg model opened up the world of tera to pvp even on pve servers and granted few safe havens which made pvp in some instances exciting and spontaneous the converse is members who are not interested could get ganked while questing or exiting or entering a dungeon. but it was generally fun, a method where we could still use this system would be pretty cool to have.
lastly CU itself, while a some what decent idea the main issue i personally have with it is the way a winner is decided, as there is the possibility that there will always be a stalemate and no one wins the pot. the old alliance system scoring in some way can be used here and there can be a single winner or even expand to a 1-3 position reward, yes for this the pot would need to be adjusted or some new reward method. the comparison to alliance was that kills awarded points, so you can score CU such as points from kills + points awarded for every x amount of hp remaining on your tower = you ending points and the highest scoring guild would win.
battlegrounds are also an issue, i believe currently kumas royal is one of if not the most played bg, however i would not consider this pvp or a real battle ground also the tanks bg that ktera got, idk if we will ever get it as well but eu tera advertised it i believe. we need more competitive actual pvp bgs, my 2 ideas are are 3 or 5 man relay bg, where you fight 1v1 and then cycle through your team based on deaths, if you die to position 1 of the opposite team position 2 on your team comes in, however no tag system like bns or team combo like bns, the other idea was queuing for 1v1 matches, make these and the current bgs, cs,3's and fwc, worth it though because atm fast matching, short match and better reward per time is making kumas out shadow the current bgs.
ye old gvg comes in next, our most recent patch CU does present a nice area of open world pvp at any time and on one day a winners pot, however on pve servers this is some what restricting,yes people will say hey well you choose a pve server live with it, the thing is while people love pvp they may not want to do it all the time and when they do not always in the same location, the old gvg model opened up the world of tera to pvp even on pve servers and granted few safe havens which made pvp in some instances exciting and spontaneous the converse is members who are not interested could get ganked while questing or exiting or entering a dungeon. but it was generally fun, a method where we could still use this system would be pretty cool to have.
lastly CU itself, while a some what decent idea the main issue i personally have with it is the way a winner is decided, as there is the possibility that there will always be a stalemate and no one wins the pot. the old alliance system scoring in some way can be used here and there can be a single winner or even expand to a 1-3 position reward, yes for this the pot would need to be adjusted or some new reward method. the comparison to alliance was that kills awarded points, so you can score CU such as points from kills + points awarded for every x amount of hp remaining on your tower = you ending points and the highest scoring guild would win.
pve:
pve in tera in many cases can be described currently as bland or non exciting, recycled content and bosses. the issue of content difficulty also arises, having not played the original mchm i always hear people talk about it and the only dungeon i ever hear people compare to it was original schm. the one true fix for this to me would be more spaced out patches, while people would say but hey that would mean more boredom in between patches, if you have patches with better content and more diverse/difficult content it would or should occupy you more, lets face it there were people within the first week of fihm and sshm with 100 clears title, +15 bis gear in that same time. if bhs provides proper content with more diverse difficulties and relative reward schemes it would make a patch more worth while and if they do incorporate the suggestions made in gears section, we could see more playability per patch, atm its burn through content in first few weeks and hibernate until next patch for a lot of people.
make world bam spawns worth it, rescale world bams and redo loot tables, not heavy handed though, to make them worth it again, again these can provide the imbuing items or even solve the etching mats issue we currently have with gg being the only source of embers other than the daily fwc box i believe, it can even solve bt and gg being the only rng sources of gf tokens.
next is removal of old content, while this may be a move to get people to play the new content, leaving some content or dungeons from a relative time frame prior to the current one would be nice, some of the older content was aso considered more fun than current, however scaling to new gear or as bftp did, gear scaling relative to the dungeon, can be done. on that note bftp should have never been removed, it assisted with queue times, people learning from vets who queued bftp and it also gave people more to do than the 3-4 "end game" dungeons.
lastly rally quests, while this can also be put under pvp i decided to go with it here as its more pve to kill a bam which is the major objective than to pvp while pveing the bam,well atleast on pvp servers. the current system is what i would call nonfunctional and easily exploitable, people have been scripting and using macros to get the quest always, the solutions to this is to either give every guild a cd once you have accepted a rally quest, be it weekly etc, then the issue of alt guild arises, limitations on guild size or even limiting guilds with the same gm per account may need to be implemented, by limiting guild sizes you would also need to create tiers of rally quests so that each guild size there is one available, so that not only large guilds are considered. another solution is that a rally quest pops up and guilds bid on it with their guild funds, atm lets be real the only thing other than certain guild skills that is worth using guild funds is towers, it would provide a means of using these funds while also not letting one guild always get the quest because they clicked or a bot clicked accept first. the last issue on this is please actually make it random times as we all know currently this is false.
make world bam spawns worth it, rescale world bams and redo loot tables, not heavy handed though, to make them worth it again, again these can provide the imbuing items or even solve the etching mats issue we currently have with gg being the only source of embers other than the daily fwc box i believe, it can even solve bt and gg being the only rng sources of gf tokens.
next is removal of old content, while this may be a move to get people to play the new content, leaving some content or dungeons from a relative time frame prior to the current one would be nice, some of the older content was aso considered more fun than current, however scaling to new gear or as bftp did, gear scaling relative to the dungeon, can be done. on that note bftp should have never been removed, it assisted with queue times, people learning from vets who queued bftp and it also gave people more to do than the 3-4 "end game" dungeons.
lastly rally quests, while this can also be put under pvp i decided to go with it here as its more pve to kill a bam which is the major objective than to pvp while pveing the bam,well atleast on pvp servers. the current system is what i would call nonfunctional and easily exploitable, people have been scripting and using macros to get the quest always, the solutions to this is to either give every guild a cd once you have accepted a rally quest, be it weekly etc, then the issue of alt guild arises, limitations on guild size or even limiting guilds with the same gm per account may need to be implemented, by limiting guild sizes you would also need to create tiers of rally quests so that each guild size there is one available, so that not only large guilds are considered. another solution is that a rally quest pops up and guilds bid on it with their guild funds, atm lets be real the only thing other than certain guild skills that is worth using guild funds is towers, it would provide a means of using these funds while also not letting one guild always get the quest because they clicked or a bot clicked accept first. the last issue on this is please actually make it random times as we all know currently this is false.
classes:
class balance is a major issue in tera, something bhs cant ever really seem to get right, more so affecting us because of the lack of the talent system that they have and in cases balance around resulting in off or broken results here. on this topic proper balance needs to be achieved in both pve/pvp without making a class too op in one field while up in the other or breaking the class in both fields positively or negatively. we all know how broken ninjas are in pve, likewise reapers in pvp, we can only hope and wait to see how the future class revamps and tweaks affect us and our "balance" here. my only suggestion here would be to allow regions to make their own balances as not all regions have the same class systems i.e. talents, and in some cases some regions have different consumables i.e. eu combat booster, and actually listen to the real feedback on classes rather than masses of useless or bias posts.
the second part of this topic for me is the issue of genderlocking classes, yes i know people will say all sorts of stuff about if you dont like it dont play it but it still stands as an issue. my question is has anyone from eme properly articulated this issue or have they just said hey bhs our players are asking or complaining about the genderlocking issue. this is in relation to the ktera press release where bhs devs said the next class is again female locked because more people play female chars, my issue is has anyone explained to them obviously more people play female chars as you have locked the last 4 classes and broken classes to female only, you created a bias, prior to the first genderlocked class the [filtered] dispersion was basically 50-50, i believe in ktera's last info release (2015 figures) 20-25% still play male chars in ktera, and that says a lot after 4 op, borderline broken female locked chars. i mean speculation but would it still be the same if it were 4 op male classes or even 2 a piece.
the second part of this topic for me is the issue of genderlocking classes, yes i know people will say all sorts of stuff about if you dont like it dont play it but it still stands as an issue. my question is has anyone from eme properly articulated this issue or have they just said hey bhs our players are asking or complaining about the genderlocking issue. this is in relation to the ktera press release where bhs devs said the next class is again female locked because more people play female chars, my issue is has anyone explained to them obviously more people play female chars as you have locked the last 4 classes and broken classes to female only, you created a bias, prior to the first genderlocked class the [filtered] dispersion was basically 50-50, i believe in ktera's last info release (2015 figures) 20-25% still play male chars in ktera, and that says a lot after 4 op, borderline broken female locked chars. i mean speculation but would it still be the same if it were 4 op male classes or even 2 a piece.
thus ends my lengthy post, sorry if its too long or boring.
1