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The line that rules them all
The line that rules them all - By Pomchi
A long time ago, there was an ancient turn based strategy game called XCOM which for the most part was dead. In 2012, Firaxis brought this game back to life and was thriving for a brief period of time. Eventually, things came to a screeching halt and started to die off again, until one day, a bunch of talented modders from the community brought out their interpretation of XCOM, and called it Long War. While Long War maintained most of the basic mechanics of XCOM, there were many new and exciting features which made the XCOM franchise burst with popularity, and till this date, fans are still enjoying.
Fast forward a few years to 2016, XCOM2 came out, and Firaxis upon learning how valuable these modders were to the popularity and longevity of their game, decided to take a different approach. Firaxis hired the Long War team, and together they made Long War 2. The result was many diehard XCOM fans embracing Firaxis' approach and their open arms to community development. Long story short, the Long War Team breathed life into a dying game, and didn't cost the company a single cent, until they decided to officially hire them.
This is just one of many example that has happened in the gaming industry where modders have changed the QOL for players for the better and increased profits substantially, for free. Some other example would include DOTA which started as a custom fan-made map on Warcraft III. World of Warcraft and Deadly Boss Mod and many many more.
What needs to be done
The most important thing to do, is to draw a line which cleanly distinguishes what is acceptable and what is not. There may be some things which sit directly in the middle which may need to be discussed to determine which side of the line these things really sit on. Transparency is they key here because currently the community has no idea what to do, and for the most part, are too frightened to even play the game, thus resulting in loss of sales and profits. Here is an example of a line I have made.

Once this line has been made, we need to work together as a team, EME, BHS and our talented modders alike to tailor the game which best suits not only the company profits and code of ethics, but also QOL and enjoyment for our community. This would be very similar to how Firaxis worked together with the Long War Team. The modders who have made Tera Proxy are very talented people, and if they are utilised and recognised in a positive light, will bring Tera to the next level, the same way Long War breathed life into the dying XCOM series. Currently they are being vilified and eventually will come to a point where the whole Tera community loses. When we lose, EME lose too. We are a team, and we need to work together, not against each other.
Skill Prediction
There is a very good reason why this part gets its very own section here, as this is the very core essence of the Tera Proxy. All the other things are simply QOL and cream on the cake. Skill prediction will basically give you similar ping as if you were next door to the servers. Essentially this balances out -most- ping differences between the large NA continent, and the cluster of international players abroad.
BHS has designed the game in such a way which encourages to make as many alts as possible. Features such as vanguard limitations, dungeon limitations, dungeon reset cooldowns are all such examples. The reason is simply financial, the more alts people make, the more costumes people will buy. That is completely fine, that is just the way business is. What skill prediction does, is open up the doors for all players to make more alts on classes which they previously were not able to play due to ping limiations. Archers and Lancers are very good example which most people will deem unplayable on high ping. The bottom line is, the more people who use skill prediction, the more alts people will make, the more money EME and BHS will make. Simple as that.
The Conclusion
The storm is here, but its never too late to come out as the hero with a strong change of heart. Acknowledge the mistakes made, take ownership of past irrational decisions. Respect the modders who make Tera more profitable for the company for FREE, and work with them, not against them. Draw your lines, be transparent with what is acceptable and what is not. Then stick to your guns after that. We are all on edge, we have given you the answer you are looking for, now just take action.
Thank you,
Pomchi
A long time ago, there was an ancient turn based strategy game called XCOM which for the most part was dead. In 2012, Firaxis brought this game back to life and was thriving for a brief period of time. Eventually, things came to a screeching halt and started to die off again, until one day, a bunch of talented modders from the community brought out their interpretation of XCOM, and called it Long War. While Long War maintained most of the basic mechanics of XCOM, there were many new and exciting features which made the XCOM franchise burst with popularity, and till this date, fans are still enjoying.
Fast forward a few years to 2016, XCOM2 came out, and Firaxis upon learning how valuable these modders were to the popularity and longevity of their game, decided to take a different approach. Firaxis hired the Long War team, and together they made Long War 2. The result was many diehard XCOM fans embracing Firaxis' approach and their open arms to community development. Long story short, the Long War Team breathed life into a dying game, and didn't cost the company a single cent, until they decided to officially hire them.
This is just one of many example that has happened in the gaming industry where modders have changed the QOL for players for the better and increased profits substantially, for free. Some other example would include DOTA which started as a custom fan-made map on Warcraft III. World of Warcraft and Deadly Boss Mod and many many more.
What needs to be done
The most important thing to do, is to draw a line which cleanly distinguishes what is acceptable and what is not. There may be some things which sit directly in the middle which may need to be discussed to determine which side of the line these things really sit on. Transparency is they key here because currently the community has no idea what to do, and for the most part, are too frightened to even play the game, thus resulting in loss of sales and profits. Here is an example of a line I have made.

Once this line has been made, we need to work together as a team, EME, BHS and our talented modders alike to tailor the game which best suits not only the company profits and code of ethics, but also QOL and enjoyment for our community. This would be very similar to how Firaxis worked together with the Long War Team. The modders who have made Tera Proxy are very talented people, and if they are utilised and recognised in a positive light, will bring Tera to the next level, the same way Long War breathed life into the dying XCOM series. Currently they are being vilified and eventually will come to a point where the whole Tera community loses. When we lose, EME lose too. We are a team, and we need to work together, not against each other.
Skill Prediction
There is a very good reason why this part gets its very own section here, as this is the very core essence of the Tera Proxy. All the other things are simply QOL and cream on the cake. Skill prediction will basically give you similar ping as if you were next door to the servers. Essentially this balances out -most- ping differences between the large NA continent, and the cluster of international players abroad.
BHS has designed the game in such a way which encourages to make as many alts as possible. Features such as vanguard limitations, dungeon limitations, dungeon reset cooldowns are all such examples. The reason is simply financial, the more alts people make, the more costumes people will buy. That is completely fine, that is just the way business is. What skill prediction does, is open up the doors for all players to make more alts on classes which they previously were not able to play due to ping limiations. Archers and Lancers are very good example which most people will deem unplayable on high ping. The bottom line is, the more people who use skill prediction, the more alts people will make, the more money EME and BHS will make. Simple as that.
The Conclusion
The storm is here, but its never too late to come out as the hero with a strong change of heart. Acknowledge the mistakes made, take ownership of past irrational decisions. Respect the modders who make Tera more profitable for the company for FREE, and work with them, not against them. Draw your lines, be transparent with what is acceptable and what is not. Then stick to your guns after that. We are all on edge, we have given you the answer you are looking for, now just take action.
Thank you,
Pomchi
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This discussion has been closed.
Comments
You're getting banned, permanently.
Joking aside, I agree with you but with some more modification. Overall, yeah, mods community actually lived up dead game and hold em even longer than those officials predicts.
Not being negative entirely, but dont be ashamed when they close it.
these points are brilliant but i also dont agree with this 'auto vanguard' That seems to enhance gameplay in my eyes as its something you dont need to worry about and in turn you're making profit still through something that is a 'third party?' program.
Though this is the first time hearing of a 'auto vanguard'
P.S. nostrum in the red? it pretty much spares u 1 click every 30 mins on something TERA itself gives u an infinite supply of through elite (cough money 4 EME cough)
And the enrage notifier is already an in-game option.
Enrage notifier = tells you in words when the boss is enraged, how long it lasts, in how much seconds it is ending, and at what % the next enrage will be (unless force enraged of course)
This is different from the in-game option.
And people think that's acceptable? Why not something that tells you when and what the next attack is going to be, while you're at it?
Honestly, I don't know what point you're trying to make. How is the enrage notifier unacceptable? Give reasons to support your argument instead of sweeping statements and possibly off topic examples.
The fact that it tells you when the next enrage is is a huge game changer. With it, players can actually 'reserve' their best skills for when it happens instead of having to react to the in-game notifier. Like, 'well, the boss is going to enrage in 5 seconds, I'll wait until then to use X', instead of using it off cooldown.
And yes, it is something that can be learned from experience, but then, why have a tool for it?
QoL that allows you to not actually pay attention to the boss HP, i.e. bypass one of the game's mechanics.