[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
crafting ideas, guild ideas, and so forth:
There may or may not be a forum post for improving crafting via the communities ideas, I didn't look through pages of posts to check. But, I hope this will be a constructive post of ideas from the community.
Well, here are my ideas.
Firstly, the restrictions on only being able to advance once craft beyond 500, that is certainly something which should be remedied. Perhaps adjust it to allow for two or three crafts. This is in part due to the requirements for making food for fishing. Yeah, level artisan and higher food is required for all those orange/red quest markers for fishing. It also stands to reason that people who are high level adventurers wouldn't be limited in their learning of crafts since you can't even start doing any of them till level 65 (which may or may not change with the level increase).
Next, crafting seriously should be expanded upon. All of the resources are there so why is there such a huge difference between console crafting and pc crafting. On console there are weapons, armors, etc to craft, and you can start learning them from lower levels. Mind, crafting progresses with level on console(at least the ps4), and hosts a greater amount of recipes than the pc does. Where as the pc game seems . . .well. . .utterly lacking. It's almost as if some one decided to purposely destroy the usefulness of crafting on pc. It's just my opinion, but i believe that the level progression for crafting recipes as you get better at crafting is a working good idea. You have to be skilled enough and high enough level for ever better gear making.
Trinket crafting would be nice to have, armor crafting, weapon crafting. Being able to make base things would be nice (craft kits as an example)
Being able to craft cosmetics would be really nice. Maybe make some craft only cosmetics, some sort of tailoring craft?
Mind, I've played several different mmos, and crafting is one of my passions of gaming. From the obvious metalworking/smelting, alchemy/herbalism, tailoring, weapon making, gunsmithing, etc. I am use to well though out systems which are aimed at helping players to advance in a game, be it only a little some times. There shouldn't be a straight up level restriction on starting a craft, it simply doesn't make sense unless things are planned to be left in such an unfinished and unrefined state. Especially when the resources are already in game and all that should need to be added are basic recipes and a few lines of code. If this then that statements are fairly easy to make, and if thought out well enough you simply need to add in this + this (etc) = that. With the appropriate checks for skill and level of course, and knowing a pattern. But I digress.
The ability to make crystals would be nice, we find enough of them and other raw materials that the possibility of making one should be there I would imagine.
All of the current crafts should be reworked and expanded. Potions is a bit lacking, not even having the very basic ones.
Cooking seems strictly limited to fishing, even though there is a whole host of what looks like basic vegetables out there.
( some carrot, or rather veridia dishes would be nice, cake, soup, etc. same with corn, er, cob seeds. )
I honestly see what looks like something that has been half put together and either locked for higher levels or tossed aside as something not to be finished for what ever reason. Where gathering seems to have been haphazardly placed about, and even done in a lazy manner where things appear floating in the air or on the sides of scaleless cliffs, and so forth. (not to mention the respawn time of 10-15 sec which is always around harvestable plants/ores/essences. There should have been a little more fore sight there.)
There seem to be remnants of an older crafting system still in place, which might be unusable? (patterns and such)
All in all I think there could be some very simple improvements and additions and tweaks to crafting which would be vastly better for the players and game as a whole. I hope others have some input on the system as well.
On to guilds.
Now, I haven't had my guild long, and heck, haven;t even been playing terribly long; but, I see that there use to be some systems in place which could have been added to and tweaked for some amazing things in regards to guilds. The sky castles, which now float about areas in aimless uselessness. Guild halls are a perfect addition to any mmo. Whether it's from renting monthly space via in game money or what not. A guild hall which can have vendors, crafting bits, and buffs is nearly essential for any mmo. Yes, guilds give buffs to their members as they level up, but where is that place where guilds can gather together and socialize. This may not be a thing on tera though. But still, a place where you can do things would be nice. A small hall by a lake where your guild can have it's own fishing pond, perhaps with increased chances at better fish. A hall with a garden for growing essences or plants, a hall on a mountain with a mine for gathering ores. There are all sorts of useful things which could be done. A hall with teleportals that could send people to main cities. There are all sorts of benefits which would help out high level guilds if they wished to put in the time and resources. I doubt i need to site other mmos for examples if people have played them, the devs should be familiar with other games in this area.
Guild banks should take deposited money into the guild, this is only common sense. Unlocking guild bank slots seems to occur around level 30 and up, but only for four slots. So, how is it that the other slots are obtained? I may have missed some store slot deal for guilds perhaps? Or they are simply not obtainable.
The ability to limit the usage of the bank so far as item withdraw would be nice, as opposed to only being able to give full access or no access. This should have been something done from the start.
The ability to decorate guild halls would be nice, if they come about. Various furniture (which could be added to the cash shop and/or crafting), paintings, storage, etc.
I of course realize this would all be a great deal of work, several months of coding and testing, but it would most certainly improve the game. I'm sure there's more which people can think of, some sensible, some not. But I hope people will put up their ideas for improvements to discuss and hopefully help out the developers as they continue to improve things for us.
Well, here are my ideas.
Firstly, the restrictions on only being able to advance once craft beyond 500, that is certainly something which should be remedied. Perhaps adjust it to allow for two or three crafts. This is in part due to the requirements for making food for fishing. Yeah, level artisan and higher food is required for all those orange/red quest markers for fishing. It also stands to reason that people who are high level adventurers wouldn't be limited in their learning of crafts since you can't even start doing any of them till level 65 (which may or may not change with the level increase).
Next, crafting seriously should be expanded upon. All of the resources are there so why is there such a huge difference between console crafting and pc crafting. On console there are weapons, armors, etc to craft, and you can start learning them from lower levels. Mind, crafting progresses with level on console(at least the ps4), and hosts a greater amount of recipes than the pc does. Where as the pc game seems . . .well. . .utterly lacking. It's almost as if some one decided to purposely destroy the usefulness of crafting on pc. It's just my opinion, but i believe that the level progression for crafting recipes as you get better at crafting is a working good idea. You have to be skilled enough and high enough level for ever better gear making.
Trinket crafting would be nice to have, armor crafting, weapon crafting. Being able to make base things would be nice (craft kits as an example)
Being able to craft cosmetics would be really nice. Maybe make some craft only cosmetics, some sort of tailoring craft?
Mind, I've played several different mmos, and crafting is one of my passions of gaming. From the obvious metalworking/smelting, alchemy/herbalism, tailoring, weapon making, gunsmithing, etc. I am use to well though out systems which are aimed at helping players to advance in a game, be it only a little some times. There shouldn't be a straight up level restriction on starting a craft, it simply doesn't make sense unless things are planned to be left in such an unfinished and unrefined state. Especially when the resources are already in game and all that should need to be added are basic recipes and a few lines of code. If this then that statements are fairly easy to make, and if thought out well enough you simply need to add in this + this (etc) = that. With the appropriate checks for skill and level of course, and knowing a pattern. But I digress.
The ability to make crystals would be nice, we find enough of them and other raw materials that the possibility of making one should be there I would imagine.
All of the current crafts should be reworked and expanded. Potions is a bit lacking, not even having the very basic ones.
Cooking seems strictly limited to fishing, even though there is a whole host of what looks like basic vegetables out there.
( some carrot, or rather veridia dishes would be nice, cake, soup, etc. same with corn, er, cob seeds. )
I honestly see what looks like something that has been half put together and either locked for higher levels or tossed aside as something not to be finished for what ever reason. Where gathering seems to have been haphazardly placed about, and even done in a lazy manner where things appear floating in the air or on the sides of scaleless cliffs, and so forth. (not to mention the respawn time of 10-15 sec which is always around harvestable plants/ores/essences. There should have been a little more fore sight there.)
There seem to be remnants of an older crafting system still in place, which might be unusable? (patterns and such)
All in all I think there could be some very simple improvements and additions and tweaks to crafting which would be vastly better for the players and game as a whole. I hope others have some input on the system as well.
On to guilds.
Now, I haven't had my guild long, and heck, haven;t even been playing terribly long; but, I see that there use to be some systems in place which could have been added to and tweaked for some amazing things in regards to guilds. The sky castles, which now float about areas in aimless uselessness. Guild halls are a perfect addition to any mmo. Whether it's from renting monthly space via in game money or what not. A guild hall which can have vendors, crafting bits, and buffs is nearly essential for any mmo. Yes, guilds give buffs to their members as they level up, but where is that place where guilds can gather together and socialize. This may not be a thing on tera though. But still, a place where you can do things would be nice. A small hall by a lake where your guild can have it's own fishing pond, perhaps with increased chances at better fish. A hall with a garden for growing essences or plants, a hall on a mountain with a mine for gathering ores. There are all sorts of useful things which could be done. A hall with teleportals that could send people to main cities. There are all sorts of benefits which would help out high level guilds if they wished to put in the time and resources. I doubt i need to site other mmos for examples if people have played them, the devs should be familiar with other games in this area.
Guild banks should take deposited money into the guild, this is only common sense. Unlocking guild bank slots seems to occur around level 30 and up, but only for four slots. So, how is it that the other slots are obtained? I may have missed some store slot deal for guilds perhaps? Or they are simply not obtainable.
The ability to limit the usage of the bank so far as item withdraw would be nice, as opposed to only being able to give full access or no access. This should have been something done from the start.
The ability to decorate guild halls would be nice, if they come about. Various furniture (which could be added to the cash shop and/or crafting), paintings, storage, etc.
I of course realize this would all be a great deal of work, several months of coding and testing, but it would most certainly improve the game. I'm sure there's more which people can think of, some sensible, some not. But I hope people will put up their ideas for improvements to discuss and hopefully help out the developers as they continue to improve things for us.
0
Comments
as for your crafting comment everything pc right now console will be getting it.
I love the new crafting system, I have no problem with it, again some will like it and some won't that's reality. Some will agree with you some won't. love your guild suggestions.
azarel's labyrinth depths : above gallery of chaos, npc patrol routes goes through walls.
The "four slots" are actually 72 slots each so 4 levels of the skill unlock 288 slots.
I do agree that crafting should be expanded upon, since most of them are pretty bare, but it's still better than it was.
Crafting should be on par with mid end dungeon drops, well, I say mid end but I am most likely thinking of other mmos. The dungeon drops here seem pretty standard with little room for variation. There should also be some nice things with it as well, high end game sorts of things, especially since the system seems solely reserved for end game the way it is currently.
It should also hold cosmetic value, making it a set of skills some one would want to strive for and to boost the economy in game.
I'm going to assume the ps4 version is what use to be with crafting on pc, and I will agree that some of the stuff there is sub par. However, even though I level fast, I've still found the gear per level to be quite useful until gaining dungeon drops or relic pieces. Resources aren't particularly hard to obtain, and crafting on the ps4 is really rather easy and with out the one craft per toon limitation vastly more viable.
On pc I have had to 'reset' my crafting three times now just to progress through the main fishing story line bit(since you need food, processing, and smelting as a result of fishing even though all of the fishing bits should have gone strictly under cooking), all of which seems to be orange/red quest markers. But that is probably by design, some how, even though you can't trade any fishing stuff that I've really seen so far. Maybe some food.
I imagine it's a system they're still working on, or changing around. Please give us some ideas how you would like to see it expanded, I can only say so much with out completely outlining a whole system, which would probably take a few pages and be a bit boring.
As for the story quest, you only need basic smelting/processing and you don't have to get artisan for the fishing association quest. The only required one is artisan cooking, and you can skip that by buying finished food for the quest off the broker or by putting it in your bank after crafting it on your 1 cooking character.
Since they went out of their way to add fishing and a whole new cooking craft, I'd imagine bluehole has more lifeskilling stuff planned down the road. Or at least I hope so.