[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
Comments
Late to the party, but why do people STILL using this same excuse ?
1 word: Untradeable. There're so many thing you can put in as reward without messing up the economy, like personal alk, bound spellbind, 30-days cosmetic (long enough to make people feel like it's worth doing, short enough to not let them sleep on it, however those need to be some popular ones not ugly stuffs), discontinued mounts, 1-day elite,... For the general population, aim for progression reward, for high end player base, aim for quality of life.
It's also not only about the reward, it's also how you manage event. If you put a great reward for an 1-time event of course people who missed it are gonna get mad. There're a few ways around this I can think of:
1. Event circling. Just like power hours. Make schedule for 1 month ahead with different reward every weeks, and circle them every 1 2 months so if you missed something, you don't have to wait another year to get it again.
2. Giving out rewards that can accumulate from one event to another. We have way too many token shops in game, just use 1 of them as reward store (which gets updated every months). That way you will never miss anything, only get it faster or slower. It's the same as the Tera reward system with Imperium, however not everyone can use the Imperium so you can't just give our reward credits for every events.
Untradeable rewards do have an impact on the economy in a different way: it doesn't increase supply, but it decreases demand for tradeable items. So this you have to tread carefully here in terms of what you choose as your rewards. I still think, in general, you're right that untradeable rewards are better, but it's not the whole answer either (and it depends on what you're rewarding, obviously).
I also do think your general point about low-end players wanting progression items and high-end players wanting quality-of-life items is a good one, and I do tend to agree with that. (I've heard this same general perspective expressed elsewhere too.)
I think these can be components to the solution, but there's still a bit of a problem with this. Even if you do rotating events/rewards, it's not as though "if you miss it, you'll get another chance" is the biggest issue. Events that are strictly "the more you farm, the more you win" can never really be balanced between "casual players" and "event farmers".
I've actually spent a bit of time working on some event models that can deal with some of these issues, but it's definitely harder to pull off than the normal event tools EME uses.