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Talent System

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  • Ayi wrote: »
    When are we getting this?
    Never. BHS decided it wasn't worth the time to fix (I've never heard what exactly doesnt work but people say it's glitchy) and that it's too much work to fit it for other regions.
  • Ayi wrote: »
    When are we getting this?

    Ktera had way too many bugs when they implemented it so they said they weren't going to implement it outside of Ktera last I heard. It'd be nice to get it in NA, as its basically more glyphs, but don't hold your breath.
  • already discussed in many posts, Talent System is something that will only be available in KTERA, dont expect it to be released in NA anytime soon, or dont expect it at all x3

  • We can dream tho
    :pleased:
  • its pretty stable on ktera, and give a wealth of farm-ability to people that already have too many alts.
  • My understanding is that this system is completely lacking in counterbalances, and that is one of its major flaws. In other words, it's "the more you farm, the more talents you can get" which creates an inherent imbalance between casual players and hardcore players that is just a runaway train. I think this sort of system would be hugely problematic and unpopular in Western markets. Even though some of the talents seem to address certain perceived class weaknesses, the ultimate result can never lead to more class balance -- it creates less balance over time until there's a "cataclysmic event" that resets the slate completely. This seems just like a tool they created to reward people purely for time invested in the game, almost like our loyalty reward program, except it directly impacts power and skills.

    If the system were reworked to provide proper checks and balances to this, it's possible that it could work, but as it stands it seems inherently flawed by design.
  • talent system on test server confirmed ?
    X7mgVbs.jpg
    i trying right-click it, but doesnt work :bawling: give me back 30 scales
  • msoltysplmsoltyspl ✭✭✭
    "the more you farm, the more talents you can get"

    The main ever quoted reason is that they can't properly balance / bugfix this junk, so they won't bother with releasing it outside Korea. At the same time it doesn't stop them from attempting to "balance" this game with the talent system in mind.

    ITOW the reasoning is a nonsense, even more so as every Tera version is mechanically the same (aside patch delays).
    the more you farm, the more talents you can get" which creates an inherent imbalance between casual players and hardcore players

    Everything in this game is like that - despite all the attempts to forcibly (and stupidly) equalize this - through daily constraints, drop removals, bop/boe infestation, general dumbing down to "appease" whatever they misunderstand as "casual" and of course with cash shop on top to allow whaling. All this desperate chase after "mmo socialism" made the game far worse than it was in 2012.

    Anyway, it's already healthier than self-obsoleting casino-filled VM every few months. I'm sure you can answer why.
    This seems just like a tool they created to reward people purely for time invested in the game, almost like our loyalty reward program,

    The only thing our loyality "reward" program rewards is whaling. And you don't get any credits from playing the game (aside laughably irrelevant braincancerous "daily dungeon" and single digit amount/day).

    Talent system is essentially new experience bar at 65+. AFAIK not whalable either.
  • KetothKetoth ✭✭✭✭
    Talent system is the most grind thing ever:

    You get exp for talents as the same way as tera rewards exp(without buying emp).

    the amount of work you need put is huge.eg.: to get lvl150 in talents you need grind the same number of vanguards that are necessary to go from tier 0 to tier 10 in tera rewards.

    The lvl cap for this system is 1000, and talents only start getting usefull after you hit lvl100+, so good luck grinding
  • msoltyspl wrote: »
    the more you farm, the more talents you can get" which creates an inherent imbalance between casual players and hardcore players

    Everything in this game is like that - despite all the attempts to forcibly (and stupidly) equalize this - through daily constraints, drop removals, bop/boe infestation, general dumbing down to "appease" whatever they misunderstand as "casual" and of course with cash shop on top to allow whaling. All this desperate chase after "mmo socialism" made the game far worse than it was in 2012.

    Anyway, it's already healthier than self-obsoleting casino-filled VM every few months. I'm sure you can answer why.
    The catch-up gear cycle is staple of nearly all modern MMOs (which I know from your past comments you also think is stupid), and it's clear why: the hardcore people who are going to dedicate their life to a game are the minority of players. TERA in Korea has a motivation to encourage this because they have a large audience who play in netcafés and pay them by the hour. So things that encourage "the more hours you pay for, the more power advantage you have" are in their financial best interest. (This is why they had previous promotions where if you played for 100 hours in a netcafé they gave you free high-end gear as well. Korean publishers and the netcafé companies are pretty close.)

    And well, the 2012 game was an unmitigated disaster financially. The "MMO socialism" is the only thing that kept them afloat all these years (by being able to regularly attract new and casual players). So while I'm not really a fan of the "casino-filled" enchanting/awakening process, and think that system should be moderated, I don't think they're likely to entertain much argument that the 2012 game should be the model to return to, no matter how much you complain.


    And anyway, in case this thread comes up in searches later, from another thread today regarding the EP point item mentioned above:
    Noesis wrote: »
    But 100% truth: we aren't bringing the Talent System over. Not happening. Confirmed.
    https://forums.enmasse.com/tera/discussion/comment/122820/#Comment_122820



  • msoltysplmsoltyspl ✭✭✭
    The catch-up gear cycle is staple of nearly all modern MMOs

    A staple that consistently ruin the content.

    Thank goodness not all games fall into this (such as EvE that I mention often). 0 gear rat race there.
    And well, the 2012 game was an unmitigated disaster financially. The "MMO socialism" is the only thing that kept them afloat all these years

    Umm no, it wasn't. We could facepalm at some amzingly bad decisions EME made back then, but that first few months were big. Sadly the subsequent decisions + BHS nonsenses over the last half decade have lead to near-disaster this game is today. That it's still alive is nothing short of a miracle. "MMO socialism" - along with nerfs and dumbing down - is what's has been consistently eroding the game and its playerbase to sorry state it's in today. Not what has been keeping the game alive.

    The only thing that have been keeping this game alive is action combat part that people refuse to give up on - desptie everything else that would normally made this game long gone and forgotten by 2013 as another failed korean port.
  • edited March 2017
    msoltyspl wrote: »
    Umm no, it wasn't. We could facepalm at some amzingly bad decisions EME made back then, but that first few months were big.
    If by "big" you mean a colossal failure of epic proportions that nearly doomed the company, then yes -- it was big. The game itself was fun and it felt like there were a lot of people playing together (doing things like forming BAM parties, competing for Vanarch, etc.). But in just over 4 months, they had a massive server merge (from 11 servers to 3). This really isn't because of any development actions or decisions made in that short period. It's because the game did not sell nearly what they had hoped, and subscription rate/retention was way lower than it needed to be. BHS themselves went on to say that after the failure in the West, they had tried to turn their attention to Japan, and it was the power of Elin cosmetics that helped them transition the game successfully to F2P and basically saved the game.

    When telling the story of TERA on the corporate level, that's what they're going to remember. Not the fact that people like you really loved what they seemed to have going at the time (and hey, I was enjoying the game too from the start), but the fact that it flopped. Their corporate narrative is quite different than yours (as evidenced by their subsequent decisions, clearly).
  • ShikineShikine ✭✭✭✭
    edited March 2017
    msoltyspl wrote: »
    "the more you farm, the more talents you can get"

    The main ever quoted reason is that they can't properly balance / bugfix this junk, so they won't bother with releasing it outside Korea. At the same time it doesn't stop them from attempting to "balance" this game with the talent system in mind.

    This is the main problem here, i wish EME could give a normal answer to this, because now and in the future as well dungeons are balanced around cooldown reduced Haymakers, increased chi generation, crit resist TN, etc. and bosses have what, millions of hp?
    And they talk about grindy [filtered] not popular in the west? just how much more time do we spend in dungeons and everywhere without talents... thats not considered grindy?

    If they really wanted they could just give talent exp away like glyph points up to talent lvl 100 and its solved, the rest you can grind out.
    But again this is just how weak and dumb EME is, publishing a half-game with bad servers.

    If they ever release HH20 how the servers currently are and without talents... well, good luck.
  • kubitoid wrote: »
    msoltyspl wrote: »
    Everything in this game is like that - despite all the attempts to forcibly (and stupidly) equalize this - through daily constraints, drop removals, bop/boe infestation, general dumbing down to "appease" whatever they misunderstand as "casual" and of course with cash shop on top to allow whaling. All this desperate chase after "mmo socialism" made the game far worse than it was in 2012.

    Anyway, it's already healthier than self-obsoleting casino-filled VM every few months. I'm sure you can answer why.
    http://www.metacritic.com/game/pc/overwatch/user-reviews?sort-by=date&num_items=100&page=1
    look for comment made by Karmafunkz313. dude nailed it. could be 149% applied these dayz to any mmo out there

    The problem with that, incidentally, it's that it's taking a nostalgia-filled view of the past in implying that the entertainment industry hasn't always about finding ways to pull on people's addictive/collector nature and extract the most money possible. If you just take a very selective view of the best games of the past, taken outside of the context of the day, you might think "wow, games in the past were really about putting together solid experiences, and not about slot machines and shilling DLC after the fact!" But you have to put those games in context of the mountainous piles of crap the game industry kept trying to sell people in those days under the guise of each one being a masterpiece. Back then we didn't have MetaCritic or Let's Plays or whatever so that people could avoid crap as easily; today we have the benefit of time so the gems rise to the top. And while playing the casino game to get cosmetics is seen as lowly, it's not what brings people in the door; if people aren't having fun playing the rest of the game, they have no reason to get into the cosmetic game in the first place.

    I think the pendulum will swing again (and already may be doing so), and we'll probably move back towards the "selling a complete package" idea (and not the mobile-driven fixation on microtransactions and addiction theory, though of course that'll stick around too). But it won't be out of some sort of benevolence towards the market, but just because they think that's how they can make more money these days. This is an industry that has its roots in arcades trying to get people to keep feeding it more nickels/quarters (and arguably even farther back), so there's really nothing new under the sun. The important thing is just to be aware of whatever the latest angle is, and where the potential pitfalls lie.
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