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Staying Alive

So my guild left a couple years ago for reasons, but I've finally decided to come back and give it another go. Some have followed me a little bit out of curiosity.

This is, at the moment, the only MMORPG worth playing due to the crosshairs combat system, impassible hitboxes, and the AI's randomized ability sets (keeps the fights interesting).

What makes a game fun is its gameplay (this combat system allows skill to determine quite a bit beyond stats), balance (gives value to all the classes to increase variety of feasible playstyles which in turn increases game lifespan), high difficulty (always allowing room to improve).

Actual improvement of skill is an actual achievement. gearscore, levels and such is an illusory sense of progress so it does not compare. It feels rewarding to accomplish something difficult that requires skill rather than time. It's a good feeling. an HP heavy AI that pats you on the head every now and then is a spirit sapping experience. It's the only trap I don't enjoy.
If there are only a few places to have this experience, then players burn out quicker and the lifespan of the game gets shorter.
If the entire world is like this, then there is much, much more that can be done for rewards at any time anywhere.
Therefor, reworking survivability character and set bonuses such that anything has a high chance of killing the player at all levels would be something to consider. In other words: although a player may have the highest possible stats, RGs can still 1, 2 or 3shot the player. The only difference in improved stats is that AI is slain quicker. This would keep players on their toes due to there being a failstate. without a failstate, the game is nothing but a mindless grind. It borders on no longer being a game at all.
Theoretically, it would be possible for a lvl1 to complete lvl65 content in 1,000,000,000 years or something.
Theoretically, lvl1 pigs can kill a fully decked 65.
If you want, for RP purposes, just make players 3x as tough from 1-65 (not 3,000,000,000x as tough) in order to simulate improvement to toughness of armor so it takes 3x as many pigs to kill you. armor types would be balanced accordingly.
So to speak, AI's damage would be small numbers. Player's damage would be big numbers. AI's HP would be big numbers. Player's HP would be small numbers. This is unless you want AI to do big impressive, shiny numbers from level 1.
Effectively, increases in dungeon difficulty would just be anything that makes the fight come closer to the border of impossibility: increases in speed and boss' ability sets. More difficult dungeons would tend to be the newer dungeon releases but could also be due to reorganization of the difficulty levels of any given dungeon.
This would also make any area of the game farmable. Since it is difficult to some degree due to survivability, there is justification to reward lvl65s lvl65 items anywhere.
Naturally, keeping as many dungeons at your disposal open to play as possible also increases the amount of things that can be done in the game, thus improving the game's lifespan.
This can revitalize open world PvP at lvl65. Competition for farmable items could cause some... fun.

I will also say that reworking the enchanting, crafting, and campfires was absolutely unnecessary. It was a gimmick with degenerative effect.
This makes me feel insulted.

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