[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’m with the players who gave on EmE ignoring positive feedback and suggestions and silencing negative feedback.
By all means, go ahead! I've been working on translating my suggestions to send to BHS in an email. :c This is hard work, haha.
It would be nice though if @KitTeaCup or someone else from EME could give some insight on what it would take to speak with BHS.
we are doomed
You'd end up with even more people just LFGing for item levels instead of actual dungeons, which kinda eliminates the purpose since you probably don't get to play those dungeons. Same for the que, just tick all boxes and let fate decide. If they were on a short rotation, maybe even every week, that's another story.
Leave and never come back, onii-chan.
I addressed this issue in another comment. They can bring back rotation dungeons and actually rotate *all of the dungeons* instead of just a select few that are easy to keep updated.
Unreal Engine 4 port
- Remove dungeon entry limits and cooldowns. Like, why are these a thing? I could see limiting entries to a resource (like when DS was first introduced and you needed those little tickets), but slapping an arbitrary cap on running stuff seems, well, arbitrary. Yes, this does mean that someone can just spend their whole day farming, say, GG or T1 BAMs at IoD, but I say let them. If that's how they want to enjoy the game, who are we to argue so long as they're enjoying themselves, right? (bites tongue really hard)
- Difficulty settings for all dungeons. Many old favorites are making a return and there are still many people who aren't keen on having to rely even in part on other people in order to experience those favorites. Back in June, I suggested creating a robust difficulty system so that players of all skill levels can potentially enjoy what the game has to offer. The player who just wants to learn the story can play the "easy" or "normal" difficulties and still comfortably clear while solo, while the big-d*ck min-max metagamers can party up and try not to get Dark Souls'd by the "nightmare" and "ultra-nightmare" difficulties. Tweak the mat distribution and reward scaling a bit and there it is.
- Remove dice-rolling and bind-on-pickup for item drops. We've all been in party where a player who has no f**king idea how a rare item works (or spent most of the run dead) somehow wins the roll for it. Take this out and make it so that either the item goes to everyone in the party regardless of who grabs it or everyone is able to get their own "copy" of the item so long as they go and grab it. Yes, this means that scrub that bought all their gear (and is somehow dead long after the run ended) also gets a rare item, but it also means that the run doesn't end up feeling like a waste because they managed to roll a 2 when you rolled a 1. Removing the bind-on-pickup allows the people who like to run dungeons non-stop have an alternate source of revenue as they can sell whatever they don't need. Want to do double-duty and RP as an adventurer and curator of rare, enchanted items (remember those guys?)? There you go - you get to plant your foot firmly between the lungs and colon of, say, Dakuryon and get a little "something something" extra for your troubles and the buyer gets their hands on some awesome loot that helps make them look cool (or be more powerful if they're into that sort of thing).
That's just my own little slice of paradise. Pipe dreams, I know, but we live in hope after all.
I would love to see everyone get the same drop from dungeons. it sux that only one person gets something good and all. I hated that you spend 30 or more minutes running a dungeon only for it to be a waste of time and effort cause someone else gets the drops and you don't get anything and then used up all your entries. I remember one of the guild members that I ran with years ago, grabbed the drop I needed, and it wasn't tradable , and I told him before hand I needed it since he was already geared up. so yeah, I would love to see everyone get all the drops, and I also like the idea of having unlimited entries.
tera vr
You remember tank jewelry, right? My lancer was in desperate need of it (mind, this was before all the buffs) and it was a b*tch to get thanks to losing to an archer - and it was always an archer for some reason - on 3 separate occasions. Oh, and, of course, that was if the jewelry dropped in the first place.
On a similar vein, I'm still looking for that Ambit greatsword drop from BRN. Yes, I'm still as salty as a pack of instant ramen over it.