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Combat move & kick timer. Anyone else hate this?
So recently I've been working on achievements, particularly the dungeon section and I've started thinking more and more just how much I hate to be slowed down because I'm in combat.
This has been an MMO "feature", particularly in Korean MMO's where if you hit or are hit by an enemy, your movement speed is greatly reduced in order to force you into combat. I've always thought that this was just a very lazy and unimaginative way of making the player experience content. It essentially forces you to waste time and is generally just a really annoying and unpleasing experience. There was only 1 MMO that I played that didn't have this "feature" and it was GW. IMO one of the most enjoyable MMO's I've ever played.
The 2nd most annoying "feature" is the kick prevention timer. You know that person that DC'ed during a boss fight and never came back? Well you can't kick them unless you wait 2minutes out of combat. If you enter combat again, the timer resets. Why is this even a thing is beyond me. Is this supposed to prevent unfair player kicking? Because it makes no sense what-so-ever and it seems it's only there to annoy you. Again another feature designed to waste your time.
Sadly EME can't do anything about this because BHS is the one that makes the final decision and since BHS is based in Korea, they probably love these "features" so much they would never get rid of them.
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This has been an MMO "feature", particularly in Korean MMO's where if you hit or are hit by an enemy, your movement speed is greatly reduced in order to force you into combat. I've always thought that this was just a very lazy and unimaginative way of making the player experience content. It essentially forces you to waste time and is generally just a really annoying and unpleasing experience. There was only 1 MMO that I played that didn't have this "feature" and it was GW. IMO one of the most enjoyable MMO's I've ever played.
The 2nd most annoying "feature" is the kick prevention timer. You know that person that DC'ed during a boss fight and never came back? Well you can't kick them unless you wait 2minutes out of combat. If you enter combat again, the timer resets. Why is this even a thing is beyond me. Is this supposed to prevent unfair player kicking? Because it makes no sense what-so-ever and it seems it's only there to annoy you. Again another feature designed to waste your time.
Sadly EME can't do anything about this because BHS is the one that makes the final decision and since BHS is based in Korea, they probably love these "features" so much they would never get rid of them.
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Comments
The second issue is to prevent people from being kicked right before a monster drops loot or the instance finishes. Maybe this isn't the only or best way of dealing with it, but there needs to be something to prevent this sort of griefing tactic.
You might be able to dodge every strong hit from every single dugen mechanics.
I vote yes cause run slowly and be killed is sad due to lag.
Who knows, campfires were destroyed. Maybe in a future
K tera already remove outlaw skills for a few time.
So, something is about to be changed
This makes sense, but 2minutes is a bit overkill so I'm sure this wasn't the intention when they added the delay. 30seconds would've still felt long but would've made more sense if the intention was to prevent griefing.
The timer also shouldn't depend on whether you've been in combat, but should depend on how much time has elapsed since the person you're trying to kick has been in combat. So if somebody has DCed, 2minutes to give them time to log back on is fair if it's based on their time since combat and not your own. Unfortunately it's not.
What I don't understand however, is why the hell mobs can lock-on to your character and shoot (sometimes through walls) to force you into combat, even if you're miles away from them (one easy example are the archers to the north of amadjuak trading post). That's what's annoying. If I stayed long enough to get hit by a melee class, then I would say that I deserved to get slowed, but getting wallhacked/outranged by a ranged enemy AI is just stupid.
Edit: I also forgot to mention about the monster-partnering system, which causes you to aggro a group of mobs (anywhere upwards of 2 mobs) and slow you down even if you only hit and kill 1 of them without touching the rest. If BHS could remove such pointless systems, it would be good, but it probably won't ever happen.
As for the 2nd point, I would agree it's stupid to have you wait for 2minutes out of combat to kick someone who dc-ed, when it's the 2minutes out of combat of that someone which should matter. But then again, there will never be a fair kick timer, since there will always be a downside to one system or another. As long as a human is involved, there will always be an individual's bias. And it's not like BHS would care enough to change it anyway, so just live with it like the rest of us I guess.
Slowed movement speed I get. Honestly, I think of it more like that's 'normal' movement speed and they speed you up out of combat so it's not so tedious to get from place to place.
What I don't get is why it takes so long to disengage from combat after some bosses die. Some bosses, it seems like as soon as their hp hits 0, you put your weapon away, while others (KC come most recently to mind) you're half way to the next boss before you disengage.
You're probably talking about the "proximity mines" on the way from pepero to the 2nd boss, and it happens cuz you get aggro from those mines as long as you walk close enough to them. If you take the time to detonate every single one of them, you'll be immediately disengaged from combat, but who the [filtered] actually has the time to do it? It's easy if you have long iframes like valk/sorc, but for some classes you'll at least get stunned a good few times trying to detonate them, and the stun lasts for what feels like eternity. It's just bad dungeon/mob design tbh.
The same thing happens in a select few other dungeons, but instead of mines, you get aggro from some other kind of unkillable "mobs" that you pass by (edit: think labyrinth of terror)
As for combat movement, I agree they are something the devs made to make it easier for them to allow mobs a bit more time to be able to attack a player. I've seen some games where combat movement speed is not reduced and battles in that setting can be quite hectic if the player characters move too fast. In such games, the only way the AI can have a chance is by flooding the area with enemies.
I meant the original, not GW2. GW doesn't even have mounts.
Like I mentioned, GW has that. It actually made the game more fun because you were actually watching for patrols and trying not to aggro them. It also introduced new "jobs" for players; runners. You paid a runner to get you to certain areas. It was a source of money that the devs never even considered. The enemies were as fast as you and sometimes had skills that slowed you down so as a runner, you had to be the appropriate class with appropriate skills in order to be a runner.
I see no point creating this fake slow down to force you to fight an enemy that doesn't even pose a threat. At least in a lot of other MMO's, once your level is too high, the mobs no longer aggro on you. Here, you could be lvl65 running through lvl1 mobs and they will still aggro you. When you know that the content poses no threat to you, you naturally wanna go through it as fast as you can by avoiding fights. This is not an option in this game and it makes no sense other than to waste your time. Yes, I can 1shot mobs but sometimes even if you kill them all, you can't shake the you're-in-combat slow down because a trap is aggro on you. This is the worst because traps will remain aggro on you throughout the entire dungeon.
The big problem with your argument about movement speed here is that if you don't get a bunch of Koreans in Korea, and I mean, a BUNCH, to side with you on this, absolutely nothing will happen in this sense. So it's a matter of trying to take a deep breath and living with it, unless their minds click over there and change it for some reason. Simply, BHS won't change something in Tera because GW has it. GW2 already changed it to an extent by giving mounts a set amount of life and no slowdown when attacked, though if the mob can 'kill' the mount, you are tripped to the ground and stunned for around 2 seconds, so strategic moving is still required.