[TERA PC & Console] En Masse is closing, but TERA lives on! We will continue to support TERA PC (NA) and TERA Console until service is transferred. Stay tuned for more information.
[TERA Console] The Grotto of Lost Souls update (v85) is now live! Read the patch notes here: https://bit.ly/TERACon_v85
[TERA PC] The 64-bit update (v97) is now live. Check out all the changes delivered on August 11 here: https://bit.ly/tera64_patchnotes
[TERA PC & CONSOLE] Summerfest Part 2: The Beach Bash is on from August 11 until September 1! Participate in event activities to earn tokens redeemable for costumes, consumables, mounts, and more! Details: https://bit.ly/tera_sf20
Comments
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
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
The drop will continue for another month, i think might be the best 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.
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.
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.
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.
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.