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Feedstock Update

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Comments

  • ShikineShikine ✭✭✭✭
    I agree with the "alkahest is a problem now" guy.

    I used up my TaR reserves long ago, and just now had an experiment going on with one of my alts whether I can gear up without buying alkahest from the broker/using anything thats not needed by my mains.
    5 days, 1-2 hours of farming on that char daily and my DN is still not +12 (not a single one), the % of getting the desired enchanting gear piece is low, and enchanting with it is not a dream either, the success rate is low on that too. Tho had problems with feedstock too, after +9 I found myself more in a shortage of alkahest even when I bought boxes with my credits. And this is Dreadnaught, not even my Slaughter gear :skull:
  • Shikine wrote: »
    I agree with the "alkahest is a problem now" guy.

    I used up my TaR reserves long ago, and just now had an experiment going on with one of my alts whether I can gear up without buying alkahest from the broker/using anything thats not needed by my mains.
    5 days, 1-2 hours of farming on that char daily and my DN is still not +12 (not a single one), the % of getting the desired enchanting gear piece is low, and enchanting with it is not a dream either, the success rate is low on that too. Tho had problems with feedstock too, after +9 I found myself more in a shortage of alkahest even when I bought boxes with my credits. And this is Dreadnaught, not even my Slaughter gear :skull:

    Aside from feedstock. I've manage to +12 my dread gears one week after ninja patch with only doing 3 days + of dailies on my new alts. The only problem that I'm facing is, to MW slaughter glove. Wasted more than 25k gold for buying blessed ems and worth nothing. U need to be patience and keep praying to rngESUS
  • Not even a month of new patch, and they manage to sink feedstock price this much. Not sure it is a good or bad idea.
    The drop will continue for another month, i think might be the best best time to stock them up.
  • Definitely the best time to stock them up.

    I mean, I used to sell mine to make some gold, but there are other ways even if they are not as easy. However, I have an army of alts so I'm just focusing on giving them all at least the dreadnaught set +12 so I can have fun.
  • OriginalAmorphousOriginalAmorphous ✭✭✭
    edited June 2016
    Ricecubes wrote: »
    I don't know about 10-man dungeons, but every time I run a 5 man we all get that stack of 48 feedstock. It's more than enough for anything, perhaps even too much :open_mouth:

    People who already have their +15 set always say this cause they're done with their set and ready to milk the [filtered] out of the high prices on market.

    The option to break gear for fodder should have never been messed with especially since the fail rate on enchanting has been a nightmare ( for me at least ).

    Dungeons,BAMS, content that doesn't require dailies should be equally if not more rewarding to do otherwise the game will die out. I guarantee that. Enmasse are being really stupid by putting limitations to the amount of effort we want to put into gearing up.

    They really need to get this idea that you can only do x amount of instances per day before it comes on cooldown or you must by reset scrolls to b able to play more dungeons OR you can only achieve x amount of points in BG before it becomes pointless.

    People want variety, not this absurd, tunnevl-vision platform where you're forced to built up your character 1 way and 1 way only. The game has such an amazing world but that is it. BAMS look wack, like they would go ape [filtered] if you attempted to fight it but i can basically 1 combo most BAMS.

    They need to make BAMS fun to kill, rewarding, party required BAM killing. And make ALL bams Hard to kill. All world BAMS intense and maybe even give them a faster attack rate than normal. Each BAM drops something different and unique. dyads or w/e, Blueprints,matts,HP POTS, godess scrolls or whatever. masterwork alkahest ( cause we all know theres a lack of those ).

    Outside world is sooooooo pointless.

    With that idea alone you'd be opening a ton of doors. You'd probably see a lot more open world PvP'ing/Pking. A lot of interaction bumping into people and shet. Right now if you decided to wonder around TERA world you'd find 1 - 2 people. It's literally an empty world with jack shet to do.

    It'll make queues much less painful cause at least if you are wasting time waiting in a 20 min queue, then now you can grind a BAM while waiting or w/e. At least that way it isnt a complete waste of time and i dont have to sit on my computer just staring at my screen and praying for that pop up to show up.

    I can't imagine TERA keep a consistent fan base unless they change a lot of these stupid restrictions and limitations, i really don't. The set up is too simple. People want to love the game but they can't cause it's dull as fek. HUGE WORLD but literally nothing to do in it. Pointless, dead, boring.

    Who cares about bams

    The game is mostly about BAMS lol.

    In fact the introduction/preview is of all the classes in 1 party trying to defeat a BAM.

    And you're missing the point.

    Well, you say that you don't know why they put any limitations, but think about the implications of that: it would just mean that people who "no-life" the game would be forever ahead of anyone more casual, and there'd be no possible way to catch up. Creating more content that's "the more I farm, the more I gain" will just encourage more botting, but this will offer diminishing returns because the more people farm it, the less valuable the byproducts will become. So it means someone who just goes out and decides to farm a BAM for fun will end up with worthless trash, because the people who farm thousands of BAMs have driven the market prices down to the ground. And now that they've made +15 gear tradeable, not putting any limitations on "the amount of effort we want to put into gearing up" just means that the value of end-game gear will also similarly be diminished, because people with lots of time would diminish the value of the effort into oblivion.

    Maybe the specific limitations they've put on the game are a bit too constraining and they need to open it up. I also agree that they could do more with the open world, including providing group BAM content. It's probably also too linear and constraining, with not enough variety. But it doesn't mean you can carelessly throw all the limitations away and assume there won't be any negative consequences. Your guarantee that "the game will die out" is based on a rather narrow concept of the sorts of people who play the game, and how much time they have available.

    And none of this really has much to do with feedstock.

    The game had already died out because of it. Only thing sustaining it is new, OP classes coming in at a pretty quick rate lately but even that isn't enough. Just look at servers now only 3 weeks after a new release. It's back to "low" population in most areas.

    I'm sure plenty of people will agree that their is a lack of content. Ive scrolled through forums and i see it mentioned quite a bit. I hear it on global, or random people mention it in area chats from time to time. They are correct. Why do you think the game is dying out? Cause i can tell you for certain that it isn't the lack of class variety, the fast paced fighting, or the lack of eye candy. The only other thing that i can say is the reason based on my own experience and how i truely feel despite me really liking the game IS the lack of content.

    If there is any other reason then by all means explain.

    There are plenty of MMO'S running as we speak that dont have any of these limitations and are as equally successful if not more. In fact ive never heard of MMO's having a dungeon entry limitation. That is unusual and makes no sense. If there were alternatives like killing bams for loot/feedstock then I GUESS i can understand that set up but.. there isn't.

    I addressed the point the rest is just side note.
    Guess Should have mentioned that it was a side note.
  • edited June 2016
    The game had already died out because of it. Only thing sustaining it is new, OP classes coming in at a pretty quick rate lately but even that isn't enough. Just look at servers now only 3 weeks after a new release. It's back to "low" population in most areas.
    Well, yeah, because most regions of the world are not needed in end-game, as most everything can be accessed via a small amount of portals and instance matching -- which is itself a concern, but doesn't really point to the problem specifically. And, of course, every MMO follows a similar cycle of high-demand around a major patch followed by a decay, and F2P MMOs are particularly prone to this. Again, it is a problem, but the solution isn't quite so simple.
    I'm sure plenty of people will agree that their is a lack of content. Ive scrolled through forums and i see it mentioned quite a bit. I hear it on global, or random people mention it in area chats from time to time. They are correct. Why do you think the game is dying out? Cause i can tell you for certain that it isn't the lack of class variety, the fast paced fighting, or the lack of eye candy. The only other thing that i can say is the reason based on my own experience and how i truely feel despite me really liking the game IS the lack of content.
    Okay, but your proposed solution doesn't really address this problem. Creating an incentive for groups to kill BAMs in end-game is something, and I'm not opposed to it at all, but it won't really substitute for "more content" all that much. It'll get stale pretty quickly. Removing the limitations on dungeon entry similarly doesn't provide more content, just means that people can keep on replaying the same things endlessly in a marathon, which will only shorten the patch lifecycle (and get people back to the point where they need "more content" more quickly). If the game could bring back Blast from the Past, with the gear sync system, that would be a way of kinda/sorta creating more content out of nothing by making another use of leveling dungeons, but that too is not exactly more content. None of this really addresses the core issue that BHS doesn't have a large enough team to develop the volume of content that will keep dedicated players invested in TERA permanently.

    That said, I don't think this is really the only issue. People who are able to dedicate enough time to the game to devour all the content to the fullest are only ever going to be a minority. Another problem is that end-game is very disconnected from the leveling experience, and it can be difficult and frustrating for new players to "fit in" or be accepted if they don't find a good guild or read an awful lot of outside guides. People in this game have a rather harsh "git gud" attitude towards new players, and will kick them if they don't already know things the game itself never explained to them, not really caring if said player quits the game entirely if they don't learn "how to not suck". So even if the content is there, there needs to be a better way to help people graduate to being successful end-game players, and not only by making the content easier. Someone who happens to get into a good guild and have supporting friends in-game is many times more likely to stick with the game regardless of the "lack of content" or anything else.

    The other issue related to the content is that there isn't a large enough breadth of side-content in the game -- things to keep people engaged when they're not in combat. Other MMOs have more comprehensive crafting/gathering systems, along with side content like fishing, gardening, player housing, and so on. Some of the side content that exists, like Alliance, Crusades, and (non-Vanguard) Reputation, has been allowed to languish. So all this furthers the perception that there's nothing to do, except maybe level some more alts and do your dailies.
    There are plenty of MMO'S running as we speak that dont have any of these limitations and are as equally successful if not more. In fact ive never heard of MMO's having a dungeon entry limitation. That is unusual and makes no sense. If there were alternatives like killing bams for loot/feedstock then I GUESS i can understand that set up but.. there isn't.
    They all have different ways of doing it, but all have some sort of cap. For example, FFXIV doesn't limit dungeon entries, but the best rewards are only offered once per day via the "duty roulette" system. After that, you can keep running, but you'll get much-lesser rewards, and the tokens you accumulate also have caps (for the best token, a weekly earning cap). For the latest raid content, there's a weekly loot limit, so again, you can keep running the content, but won't be eligible to get loot after your first time getting an item.

    A major reason TERA does entry caps is because their reward mechanisms have traditionally been drops from bosses, rather than a token system. So capping entry is a substitute for the sorts of gating systems explained above. They've starting changing by shifting towards providing rewards via Vanguard Quests (which is another form of metering), but haven't fully made the switch. But their answer on the whole revolves around creating more alts (rather than FFXIV, for example, where one character does everything).

    In the end, all modern MMOs have some sort of reward metering system to help balance the pacing of the hardcore players vs. more casual players. The way TERA does it certainly has its share of faults and consequences, but the rationale behind it isn't that unusual.

    Anyway, as you said, all this is a side-note. If they start making feedstock prominently available through some sort of uncapped means, it will mean all the reward systems have to be adjusted accordingly, because farmers will change all the market dynamics.
  • What I would like to see is a way to "re-roll" my toons. Make a scroll that resets my Level 65 to the same class/race/ gender/appearance Level 1 and replay the game to work towards achievements, while keeping all my soulbound gear and cosmetics for when I get back to Level 65. Even better, make a second scroll that lets me reroll my toon changing all those things but keeping my stuff soulbound.

    I know some of the hardcore acheivement people will say this dilutes the achievement process, but I think it would increase playability, along with the Blast from the Past stuff I'd love to see back, along with ALL dungeons and hardmodes that have ever been created.
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