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IMS Suggestions

[Removed Forum Violation]
I play MMOs for the teamwork and for that elusive feeling of progress as you build your character. In Tera, solo progress at the end game is up to 4x that of grouping. I'm basing that on my own solo (6~8k/h) & group (2~3k/h) results. IMS wait is long, dull (run out of IOD VGs fast, so just waiting mostly), and you can't mix in the high-value instance solo while in IMS or partial LFG -- even if you could, that's only 8~10m to hit the 4 run limit on one char. That's only barely enough to keep busy during one IMS queue.

Dichotomy: progress or team? Either way, it's only giving half of what it could. I suspect that if grouping didn't have such a huge penalty to progress compared to solo that IMS would be much faster (more would group) and it would actually feel productive, too. Alternatively, if you could xp stormcry to 100%, you wouldn't need to solo for gold and mats. Ultimately, though, it's just slow group queues and lack of progress while grouping. Playing an online game for daily solo progress grind feels hollow.

Comments

  • aeee98aeee98 ✭✭✭✭
    edited January 2018
    the irony is I see the complete opposite, maybe mostly because I play tanks and dps with tanks that I know. I have hardly played solo content since a year ago.

    I realised the huge dimension shift the moment I played my first tank (albeit it's a brawler and not as traditional as a Lancer). Back when there were only 8 Vanguards I exclusively play dungeons. Now, at least 12 of my vanguards are Dungeons or BGs.

    The problem with this game is not really the game, but the players that build around the system. The advantage of solo is that you don't need to wait for people. That's why people tend to do more IoD than dungeons. Not many want to learn how to play tanks. And there is a significant amount of people who don't put effort in learning how to tank after rolling a tank class, since you are almost always punished for playing well when your party of dps can't even do a proper rotation. Most tanks I know don't like IMS because half the time the DPS are wasting their time. That is why IMS queues take so darn long (no tank/healer).

    This is the problem with action-combat games: a relatively higher skill floor than tab-target. The penalty you talked about is theoretically removed when you meet equally or better skilled people.
  • YamazukiYamazuki ✭✭✭✭✭
    aeee98 wrote: »
    the irony is I see the complete opposite, maybe mostly because I play tanks and dps with tanks that I know. I have hardly played solo content since a year ago.

    I realised the huge dimension shift the moment I played my first tank (albeit it's a brawler and not as traditional as a Lancer). Back when there were only 8 Vanguards I exclusively play dungeons. Now, at least 12 of my vanguards are Dungeons or BGs.

    The problem with this game is not really the game, but the players that build around the system. The advantage of solo is that you don't need to wait for people. That's why people tend to do more IoD than dungeons. Not many want to learn how to play tanks. And there is a significant amount of people who don't put effort in learning how to tank after rolling a tank class, since you are almost always punished for playing well when your party of dps can't even do a proper rotation. Most tanks I know don't like IMS because half the time the DPS are wasting their time. That is why IMS queues take so darn long (no tank/healer).

    This is the problem with action-combat games: a relatively higher skill floor than tab-target. The penalty you talked about is theoretically removed when you meet equally or better skilled people.

    Combat isn't why there's less tanks, it happens even in tab-target and hybrid games. It even happens in non RPG games too. It's just a matter of people want to be the "hero" and carry with damage. It's why when Brawler had high dps you wouldn't have to wait much to get a tank.
  • HLK76PFWXTHLK76PFWXT ✭✭✭
    edited January 2018
    RG/KC give a bit more if not similar gold to soloing IOD so at the very least it is a change but still i would have loved to have TR/KD/LK and going above for Prison/RK/Etc with better rewards based as the difficulty would increase ( this is one of the few MMO games where we get less rewards as the difficulty increases ).

    Still... i went on EU today to see what is the experience for the guardian missions and this is what i see...



    Event: Champion Challenges

    26.01.2018

    Are you ready for the new Champion Challenges? From Friday, 26th January (12:00 CET) until Tuesday, 30th January (04:00 CET) you can look forward to new dungeon challenges for reaping rewards.

    Event details:

    Mastering a challenge requires you to successfully complete dungeons during the event. You can view your current challenges by clicking on the little Elin button while the event is active. Each time you defeat the final boss of the dungeon, you will make some progress in the respective challenge.

    RK-9 Hangar - Clear RK-9 Hangar x times and get the following rewards:

    1 clear: 2x Superior Noctenium Elixir
    3 clears: 5x Sapphire

    Broken Prison - Clear Broken Prison x times and get the following rewards:

    1 clear: 10x Goldfinger Token
    3 clears: 100x Elleon's Mark of Valor

    Thaumetal Refinery (HM) - Clear Thaumetal Refinery (HM) x times and get the following rewards:

    1 clear: 50x Elleon's Mark of Valor
    3 clears: 1x Smart Dyad Niveot Structure

    Ravenous Gorge - Clear Ravenous Gorge x times and get the following rewards:

    1 clear: 3x Strong Bravery Potion
    5 clears: 5x Superior Noctenium Elixir

    Challenge accepted?

    The TERA Team




    p.s. i hope that one day we will have similar events on NA
  • Kaia4Kaia4 ✭✭
    edited January 2018
    EU has for sure turned the game around. They are all the time doing really nice events, which is an amazing way to keep players interested while waiting for new endgame content. EME really should open their eyes and perhaps pay attention to gameforge's doing. two years ago GF was at a really bad place, lost a bunch of players to NA and now, since last year, they've improved as hell. Finally woke up and noticed that, even as a publisher, they had all it took to make the game fun and enjoyable for their players, not only a game that people will enjoy every six months. Tera is an amazing MMO, people stick to it because of the combat system since it's so unique, therefore there's no options to replace it unless you don't mind the combat, which most people do. I know publishers have a lot of limitations but can't let bhs hold them back, just look at GF.
    I have never played EU tera but everytime I look at their website, there's a new event. They're not always trying to push costumes down player's throats unlike we get to see all the time, and now even with increased prices for different genders. smh. Or try to bruteforce p2w events by extending them for a really unnecessary amount of time. It really feels shameless at this point, at least for me. It's really sad how bad the place EME has gone to is and how down the hill they got. I hope that they can turn the game as well, and they would, if they wanted. Or that they'll give up on Tera and pass it to a more capable company.
    It's lame that such amazing game has to be so limited because of an incapable developer, but for most of things that is no excuse for a publisher be as incapable.
    My point is, publishers can't change the game overall but they can do interesting events and keep their playerbase growing and stable. Instead they do no event (christmas) or some bs event and call it a day.
    Events like triple drop and REWARDING mongos are insanely good but they don't have to do it only for events to be great. If they could just plan something PvE/PvP related and rewarding, that would be awesome. And it's not hard. They could if they wanted. But the current EME staff is the most disappointing I've seen among all the mmos I've played. And I'm sorry about that but the forums is raining complains and the playerbase has been REALLY unsatisfied for an year now, and it's not whining anymore. At least there are "the whiners" still complaining, because a really great number of players simply gave up and don't even bother anymore, because they don't even bother playing anymore. Let alone the fact that if people read the forums before they download the game, half or even most might just give up on even trying the game out since it's all bad news.
    It's sad when a publisher destroys a game. Not possible i'm the only one who actually thinks of how sad and unfortunate it is.
  • AmmutsebaAmmutseba ✭✭✭
    edited January 2018
    Bjond wrote: »
    I play MMOs for the teamwork and for that elusive feeling of progress as you build your character. In Tera, solo progress at the end game is up to 4x that of grouping. I'm basing that on my own solo (6~8k/h) & group (2~3k/h) results. IMS wait is long, dull (run out of IOD VGs fast, so just waiting mostly), and you can't mix in the high-value instance solo while in IMS or partial LFG -- even if you could, that's only 8~10m to hit the 4 run limit on one char. That's only barely enough to keep busy during one IMS queue.

    Dichotomy: progress or team? Either way, it's only giving half of what it could. I suspect that if grouping didn't have such a huge penalty to progress compared to solo that IMS would be much faster (more would group) and it would actually feel productive, too. Alternatively, if you could xp stormcry to 100%, you wouldn't need to solo for gold and mats. Ultimately, though, it's just slow group queues and lack of progress while grouping. Playing an online game for daily solo progress grind feels hollow.

    I completely understand where you are coming from. One of my big issues is how unrewarding running dungeons via IM is. Having to wait a half hour or more to queue for a dungeon is a huge waste of time. Not to mention, you'll be teaming up with a random group of people who may be slightly under geared.

    I also agree that the RNG to enchant Stormcry adds unnecessary frustration. I mean they created the gear XP system but decided to create a barrier by keeping the RNG and excessive cost. Unfortunately, gear plays such a huge roll that a mediocre player in fully maxed +9 SC gear can easily out DPS skilled players in SC +0 (and below). For a normal person, this translates to mindlessly grind IOD and low level dungeons for a month so that you can keep up with others in HM dungeons and PVP.

    I personally haven't stopped playing completely. However, I probably spend more time in the forums/discord and AFK in Highwatch than I do playing the actual game.
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