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Remove gear smart boxes

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Comments

  • edited June 2016
    Look at now - all the class specific pieces come from smart boxes and people instantly get geared in a handful of runs. What happens when you get 4 pieces of slaughter in 3-4 runs and only have a few hundred feedstock acquired during those runs to show for it for an average player? They use the few hundred feedstock for a handful of attempts, have a single piece at like +6 and the rest +0, then proceed to use what little gold they have to drain what they can from the market without putting *anything* into the market.
    Well, I'm pretty sure the reason for this is because of the new gear-based enchanting method. Even after you get your gear, they want you to keep on getting more of the gear to use that as fodder, and under the current system, the fodder has to match your class to work. So if they got rid of smartboxes for the gear, it would be almost impossible to use it as fodder.

    Basically, all the issues are all connected to this change in the enchanting system that I don't think people have really come to terms with because the feedstock method is what everyone is used to, and the gear method doesn't have failure correction. But if you look at everything that's going on this patch, BHS is trying to say: rely less on feedstock, and rely more on using identical gear for enchanting. The gear smartboxes are because of this, the gear tokens on the IoD merchant are because of this, and so on.

    You might say they should never have changed this in the first place...
  • MinazukiMinazuki ✭✭✭
    I rather wait for to get enough mats then enchant the gear but not... pray for the gear I need to drop every time I run the dungeon.
    You ever experience 2 years+ raid and cant get what you want on some games?
    It clearly way more painful than don't have mats to enchant the gear ASAP...

    Crafting? The time spend to get mats to craft a gear > the time I get enough mats to enchant.
  • I see your point, but just remove gear smart box right now would be very unfair to players that still not get their gear. But, it's a good point for future paths.
  • AnjonAnjon ✭✭
    Anjon wrote: »
    This is a huge chunk of the problem with several aspects of the game
    It's really simple if you have a quarter of a brain.
    Take the first +15 patch, ambit/discovery/generation
    None of the gear dropped from smart boxes at all, and the feedstock market was healthy because PEOPLE WERE ACTIVITY RUNNING DUNGEONS because they needed gear and the dungeons were also profitable.
    Armor and weapon crafting was also viable because 1) you didn't need to use ore that you use for vm mats to craft them (big one here), and 2) some people didn't want to deal with the rng state of equipment drops.

    Look at now - all the class specific pieces come from smart boxes and people instantly get geared in a handful of runs. What happens when you get 4 pieces of slaughter in 3-4 runs and only have a few hundred feedstock acquired during those runs to show for it for an average player? They use the few hundred feedstock for a handful of attempts, have a single piece at like +6 and the rest +0, then proceed to use what little gold they have to drain what they can from the market without putting *anything* into the market.

    Oh let's not forget the thrill that you would get when your class specific devestator chest dropped, and you'd look over, beady eyed at the other 3 players of the same class in your REHM run, hoping and praying you would get it. That was what made the loot fun in this game.

    The feedstock market was healthy in the first +15 patch because it wasn't actually the first patch of that expansion. Fate of Arun P1 launched months earlier, bringing in partial content. Ambit gear was introduced, which was a low-tier set that was easily skipped by players who already had BiS and 2nd BiS gear from the previous patch, yet the content kept dropping feedstock at a normal pace. After the first few weeks, however, no one used feedstock to enchant Ambit. Everyone was saving it for the day they might finally see a rare Discovery weapon drop. Most players didn't get one during that half of the patch and entered Fate of Arun P2 with massive stockpiles of feedstock they never got to use. The feedstock market was boosted out the gate by massive quantities of leftovers.

    They didn't enter the patch with "massive stockpiles" of relevant feedstock, everything that dropped was t5. if you farmed up 60k t5 feedstock from that patch you would only have a whopping 10k fs to enchant a full disco set. But that is kind of irrelevant, your post LITERALLY shows how having a gear barrier is healthy for the feedstock market if you bother to read what you wrote.

    You can't have both sides. If you're saying the feedstock players entered FoA P2 with is irrelevant, you can't then say that it's proof that a gear barrier is healthy for the feedstock market. That's a flawed logic people typically utilize when they believe their points don't stand up on their own. As an anecdote, I came into FoA P2 with more than enough feedstock to enchant two characters worth of Discovery (which I did), and I was fairly casual when it came to farming feedstock. Other players simply sold their feedstock at doorbuster prices which could easily be purchased by players who had a bit of gold on them.

    Similarly, it is profoundly flawed logic to claim Fate of Arun P1 provided a gear barrier. It didn't. There was no barrier for attaining Ambit gear, and Discovery gear wasn't officially released. Discovery weapons (only the weapons) were patched into the drop tables of dungeons that weren't supposed to have them at a drop rate of .03%, and they were only included as a secret. There're probably more players with +15 Imperator weapons right now than there were players with Discovery weapons at the end of FoA P1. In addition to being essential an Easter egg item, the content designed to be cleared with Discovery gear wasn't even released at that time, making it completely superfluous.

    Instead of twisting me words to imply that there was some kind of artificial bottleneck during the patch (which, again, was not the case), refer to it exactly as it was: a stress-free gear cycle. Ambit was freely available and enchanting it was straight forward. Players with Archetype or Devastator could easy carry through FoA P1 without spending any feedstock at all. They were essentially done gearing, and the game provided plenty of feedstock to go around -- a feedstock supply designed for a gear set that hadn't officially launched yet.
  • Anjon wrote: »
    Anjon wrote: »
    This is a huge chunk of the problem with several aspects of the game
    It's really simple if you have a quarter of a brain.
    Take the first +15 patch, ambit/discovery/generation
    None of the gear dropped from smart boxes at all, and the feedstock market was healthy because PEOPLE WERE ACTIVITY RUNNING DUNGEONS because they needed gear and the dungeons were also profitable.
    Armor and weapon crafting was also viable because 1) you didn't need to use ore that you use for vm mats to craft them (big one here), and 2) some people didn't want to deal with the rng state of equipment drops.

    Look at now - all the class specific pieces come from smart boxes and people instantly get geared in a handful of runs. What happens when you get 4 pieces of slaughter in 3-4 runs and only have a few hundred feedstock acquired during those runs to show for it for an average player? They use the few hundred feedstock for a handful of attempts, have a single piece at like +6 and the rest +0, then proceed to use what little gold they have to drain what they can from the market without putting *anything* into the market.

    Oh let's not forget the thrill that you would get when your class specific devestator chest dropped, and you'd look over, beady eyed at the other 3 players of the same class in your REHM run, hoping and praying you would get it. That was what made the loot fun in this game.

    The feedstock market was healthy in the first +15 patch because it wasn't actually the first patch of that expansion. Fate of Arun P1 launched months earlier, bringing in partial content. Ambit gear was introduced, which was a low-tier set that was easily skipped by players who already had BiS and 2nd BiS gear from the previous patch, yet the content kept dropping feedstock at a normal pace. After the first few weeks, however, no one used feedstock to enchant Ambit. Everyone was saving it for the day they might finally see a rare Discovery weapon drop. Most players didn't get one during that half of the patch and entered Fate of Arun P2 with massive stockpiles of feedstock they never got to use. The feedstock market was boosted out the gate by massive quantities of leftovers.

    They didn't enter the patch with "massive stockpiles" of relevant feedstock, everything that dropped was t5. if you farmed up 60k t5 feedstock from that patch you would only have a whopping 10k fs to enchant a full disco set. But that is kind of irrelevant, your post LITERALLY shows how having a gear barrier is healthy for the feedstock market if you bother to read what you wrote.

    You can't have both sides. If you're saying the feedstock players entered FoA P2 with is irrelevant, you can't then say that it's proof that a gear barrier is healthy for the feedstock market. That's a flawed logic people typically utilize when they believe their points don't stand up on their own. As an anecdote, I came into FoA P2 with more than enough feedstock to enchant two characters worth of Discovery (which I did), and I was fairly casual when it came to farming feedstock. Other players simply sold their feedstock at doorbuster prices which could easily be purchased by players who had a bit of gold on them.

    Similarly, it is profoundly flawed logic to claim Fate of Arun P1 provided a gear barrier. It didn't. There was no barrier for attaining Ambit gear, and Discovery gear wasn't officially released. Discovery weapons (only the weapons) were patched into the drop tables of dungeons that weren't supposed to have them at a drop rate of .03%, and they were only included as a secret. There're probably more players with +15 Imperator weapons right now than there were players with Discovery weapons at the end of FoA P1. In addition to being essential an Easter egg item, the content designed to be cleared with Discovery gear wasn't even released at that time, making it completely superfluous.

    Instead of twisting me words to imply that there was some kind of artificial bottleneck during the patch (which, again, was not the case), refer to it exactly as it was: a stress-free gear cycle. Ambit was freely available and enchanting it was straight forward. Players with Archetype or Devastator could easy carry through FoA P1 without spending any feedstock at all. They were essentially done gearing, and the game provided plenty of feedstock to go around -- a feedstock supply designed for a gear set that hadn't officially launched yet.


    There was a bottleneck, it was literally GEAR.

    WHY did people have these "stockpiles of feedstock (The feedstock dropping wasn't designed for a set that hadn't been released yet, remember it was tier 5 that dropped NOT tier 6)" from FoA part 1?
    Because they ran RG and BRNM *exclusively* for a chance at GEAR, Disco weapon in this case. NO ONE would have ran those dungeons so much if it wasn't for the CHANCE at getting a piece of gear that they DID NOT HAVE.
    You also seem to forget that that initial surplus was quickly drained by people who made renegade early/day 1

    tl;dr the feedstock market wasn't healthy because of the reason you think.
  • I prefer the patch where we depends on LUCKRNG to get gear we want. Yeah, it's hard and frustrating for sure, but it worth to play. The thing with current Tera, I do dungeon, fullset in 2-3 runs, and another week for enchanting, and I'm done! I got nothing to do anymore except PVP and running useless dungeon. The thing is, with old system, it'll take a long time to get perfect gear, which give me the hype whenever I wanna play. I got a reason to play.

    Another thing is, the reward/purpose from dungeons are not so good except for crusade, which also useless. Please provide a reward that can attract the player to do, for example:

    CoF/Dreadspire - mount
    SJG - helmet

    #justmy2cents
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