[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

Main Quests

I just wanna applaud EME for deciding to do what they did with the Main Quest line. I'm not sure how many of you have actually noticed but, they are different. The general quests are the same, as in you kill the same mobs and go to the same areas but the quests are rewritten. The Main Story now has a lot more lore in it in reguards to why you are doing what you are doing in the quests, and its giving more background information besides the general "Hey go kill this thing." Its made me super excited to get back into the game and do the story quest again to see all the new information coming in. (A lot of it I already know due to being a roleplayer a lore junky, but seeing how all the pieces fit together make me really happy.) It fills in a lot of blanks but also, its something fresh! I'm unsure if this part of the patch came from Bluehole or if it was EME's doing but, I just want to thank them for deciding to put it in.

Comments

  • CatservantCatservant ✭✭✭✭
    Thank you for making this post! Yes! I loved the feeling of threat to Crescentia that was never there before.

    A lot of work must have been put into this, and all on EME. Thank you so much! Not sure yet how far the changes go, because after BoL I skipped to doing dungeons and Vanguards. If I follow true to form tho I'll come back later and "clean up" my old story quests, so I'll find out then.

    And for BHS--I like the three ways out of Velika. Have only tried 2 so far but they are nicely different. Also, getting rid of the Keener's stop at the grave--very wise. Much nicer to just follow him.

    So--yes EME, @seandynamite ...not sure who else to "at" so I'm hoping someone will notify the person or people who did the work. We actually READ the quests and didn't just blip through at high speed. *applauds*
  • edited March 2018
    I actually noticed this on the console beta last weekend, so I'm guessing this may have been part of the impetus for making these changes (and it ended up happening in the PC build too). The one big thing they did "mechanically" is remove all of the bottlenecks between levels 12 and 21 (because on console this was causing a lot of problems with people not knowing how to change channels). The new teleport options to Crescentia introduced people to the region teleporter, which wasn't ever really introduced before ever since they changed to Stepstone Isle (so good idea to bring that back). And, at least on console (and I assume the same here, but haven't had the chance to check yet due to work) they also added a quest to kill three BAMs to the main questline (great!) followed by BoL (which until now had been only an optional dungeon). I also thought that, on the whole, these changes were quite good and made for a much more polished experience through that section.
  • KillstyleKillstyle ✭✭✭
    I noticed there were some changes when male brawler launched. I have been off of Tera for about 2 months and came back for event and noticed you don't get a scroll to teleport anymore after newb island, you now have to fly to town first and then head over to the area where the scroll use to tp you. You have to use the teleporter, kill basilisks, and you even get a BoL story quest which, if I remember correctly, wasn't there before cause I remember finishing story in BoL area and immediately having a story go south with no BoL required at all. I think it's a nice change that is better for new players.
  • EllexemEllexem ✭✭✭
    Speaking of the three ways to get to Oblivion Woods:
    1. Dougal: He sends you to the Pegasus platform. Fly to Crescentia, use the teleportal there. (And likely the reason for why the level requirement for the flight path was lowered.) The teleportal being introduced is nice indeed.
    2. Urela (?): She has just gotten in five teleport scrolls, right to the Bulwark you go. Basically the previous setup.
    3. Getty: He has a scroll that takes you to Lumbertown. (Only one though.) This one harkens back to the pre-Stepstone Isle revamp for how you got to Oblivion Woods. Meet the Guard at the road. Pick up some supplies. Oh, and, while you're at it, kill some of those cat things on your way.

    I rather liked that the Getty method had the poor wounded guys actually rejoice at getting real medicine, rather than being forced to deal with Sorrow Flowers. Only thing that stood out as odd was their Centurion still talked about Sorrow Flowers in the conclusion. I mean, come on man, I know you're stuck in a rut and can't find good help, but there's no reason to be cruel to them (or staying stuck in memories about how you did it in the old days).

    I also liked just going right for the flowers, that the cat-things-I-never-remember-the-name-for are just something you actually clear to get them felt like it gave more verisimilitude to the whole 'can't get the cure for those who got clawed up without also getting clawed up, leaving us back at step one'.

    The scion stone not being something you have to pick up, something that has tripped up a number of people in the past, is on the one hand a good addition for new people. That whole mix of stone clicking, talking to the scout, clicking things in the inventory, interacting with a portal, several of which are repeated, just could easily leave people stuck. (Granted, it's easily solved if you actually read the details and pay attention to your environment, but... yes, let's not go there.)

    On the other hand side, this mechanic not being introduced may trip them up further down the line the few times it gets reused. Still, a change for the better.

    There being more devas all around, or at least parts feeling more densely populated, also added to this perception of threat that they represent. Though the deva camps on the path to Crescentia having several instant respawners was kind of... 'Could you just stay dead for a moment so I can finish picking things up?'

    The scout's revenge thing having mobs with a similarly quick respawn only really worked thanks to them being yellow, rather than red. Though you can just run past them to gank the boss, which kind of detracts from the feeling of punching a hole through his guard to get him. In a way that could have been a fairly epic moment. Here you are, taking on waves, all the while dealing with the boss, a few respawns as you dodge or block. And then your shatter their resolve as you kill him.

    But then that would not lend itself to handling a rush of people going through it.

    On a more quest placement note. Needing to walk back out to tell her you killed him, then walking back in to open the chests, kind of breaks the better flow that had been going on. Here I think her new placement is not for the better. Or the chests would have to be somewhere else as well.

    The basilisks being their own step on the main story quest kind of threw me a bit, since I was so used to just clearing all of the yellows in that area, so I had to kill a few more. But that's a minor detail.

    I think that with BoL that ends what was changed. I've done the Celestial Hills part, and that was more of the same old. The Popolion storyline also didn't seem to have anything new.

    To end with, I also just want to echo that the changes made and effort put into this is appreciated. So, thank you! :)
  • SirachaNinjaSirachaNinja ✭✭
    edited March 2018
    [Removing Forum Violation - Attempting to derail the thread with off-topic]
  • was honestly surprised that the quest line changed. did they change the full line or just the beginning in cresecentia and around there?
  • CatservantCatservant ✭✭✭✭
    Seems to be from end of Stepstone Isle to just after Bastion of Lok. Mostly changes in text, but BHS made some changes to the first bit.
  • I definitely have to jump in now on my new account!
  • EllexemEllexem ✭✭✭
    For the sake of completeness, the Tenebrous Mines also have been changed. The first scout in the mines teleports you to the next outpost. (Or rather shows you an emergency tunnel.) You then get a teleport scroll to use after you collect the two weapons, so you again don't have to just train through the entire dungeon to the next outpost. (Or run back to use the teleport master.)

    The weapon things that we have to destroy being reduced to three, there being far more of them, and them respawning nigh instantly is a nice change.

    If you are just doing the main story quest then the change in general is nice. Less chance of people getting lost in those tunnels, if they fail at reading the map. So this should be a helpful change to avoid another frustration stumbling block.

    But if you are doing the zone quests then this one might actually be somewhat annoying. Still, for rushing people through it's a good change.

    I haven't encountered any other changes yet, but I haven't spent too much time doing these quests for the umpteenth time. Allemantheia line seemed to be the same up to the Kaidun one in NT. And I haven't really gotten around to checking on what comes after that.
  • CatservantCatservant ✭✭✭✭
    LXM6H9H4JH wrote: »
    For the sake of completeness, the Tenebrous Mines also have been changed. The first scout in the mines teleports you to the next outpost. (Or rather shows you an emergency tunnel.) You then get a teleport scroll to use after you collect the two weapons, so you again don't have to just train through the entire dungeon to the next outpost. (Or run back to use the teleport master.)

    The weapon things that we have to destroy being reduced to three, there being far more of them, and them respawning nigh instantly is a nice change.

    If you are just doing the main story quest then the change in general is nice. Less chance of people getting lost in those tunnels, if they fail at reading the map. So this should be a helpful change to avoid another frustration stumbling block.

    But if you are doing the zone quests then this one might actually be somewhat annoying. Still, for rushing people through it's a good change.

    I haven't encountered any other changes yet, but I haven't spent too much time doing these quests for the umpteenth time. Allemantheia line seemed to be the same up to the Kaidun one in NT. And I haven't really gotten around to checking on what comes after that.

    Thanks!
Sign In or Register to comment.