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some ppl on CH was talking about event box, what are those?

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Comments

  • SylvietteSylviette ✭✭✭
    When they have event with "good rewards" people farm them so much that the rewards become useless, and people complain that the events are broken. When they have events with "bad rewards" people complain that the events are no good and not worth farming.

    So, let's be clear: what are "good rewards" that won't be farmed to uselessness over the course of an event -- that will make everyone want to participate, but people who miss out not be permanently screwed by a messed up economy?

    I mean, I don't entirely disagree with what you're saying, but we need to go past rhetoric and actually be clear about what we want.


    (And, aside, people should not be misled when other publishers advertise events where they make it seem like you could earn big prizes like dragons, but it's really just a lottery with 0.1% chance or less. Realistically, publishers are not going to give away new headlining cash shop items when they're brand new in any sort of meaningful quantity; it's just bait. "You could win...")

    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.

  • Sylviette wrote: »
    When they have event with "good rewards" people farm them so much that the rewards become useless, and people complain that the events are broken. When they have events with "bad rewards" people complain that the events are no good and not worth farming.

    So, let's be clear: what are "good rewards" that won't be farmed to uselessness over the course of an event -- that will make everyone want to participate, but people who miss out not be permanently screwed by a messed up economy?

    I mean, I don't entirely disagree with what you're saying, but we need to go past rhetoric and actually be clear about what we want.


    (And, aside, people should not be misled when other publishers advertise events where they make it seem like you could earn big prizes like dragons, but it's really just a lottery with 0.1% chance or less. Realistically, publishers are not going to give away new headlining cash shop items when they're brand new in any sort of meaningful quantity; it's just bait. "You could win...")

    Late to the party, but why do people STILL using this same excuse ?
    It wasn't intended to be an "excuse", just a point to illustrate the importance of being specific and not just general in complaints and suggestions. I think we've had enough experiments over the past year to comment on that we can start drawing some conclusions, and I think that's where the conversion really needs to go at this point.
    Sylviette wrote: »
    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.
    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.)
    Sylviette wrote: »
    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.
    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.

  • tisnotmetisnotme ✭✭✭✭
    Zoknahal wrote: »
    Am I'm the only one whos hunting these caimans because of Easter? Egg hunt? instead of complaining like the rest about the event if its good or bad? Not disagreeing with the main point that the rewards could be better, but i like to see events by their nature instead of "how much cash will this event will put in my inventory" mentality.

    Anyways, event last 4 days, so maybe Spacecats can do something about the rewards since it seem they are bothering a large amount of people. Leaving a suggestion here: Keep current rewards, and add to the reward pool Disco Ball (both consumable and permanent)
    nope I'm doing it to , and have a [filtered] load of 7 day mounts to show for it and been lvling my valk too
  • allofspaceandtimeallofspaceandtime ✭✭✭✭✭
    ive been doing it too, and I agree that the perm mounts should drop a little more. the rng is strong with this event like the loot boxes. maybe for future rewards, have it in the calendar everyday during special events. give us something nice and non tradeable but bankable and perm. it could be something small , like a perm version of the sun festival remote controlled tank, where you can break it out anytime you want, or maybe some of the old pets from the beginning, or perm version of the zombie changers. what would be a really nice 5th anniversary announcement would be new races coming to tera....like the giant race like rhoades, a fairy race, cenataur race, ok, wishful thinking, but still would be nice.
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