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Please make leveling train players how to play!

edited July 2016 in PvE Discussion
Leveling dungeons should be difficult enough to require the entire team to perform their roles. In exchange for increasing the difficulty, maybe increase XP and loot perhaps to compensate the extra effort.

I ran quite a few IM dungeons today and encountered a group of 3 people, priest, ninja, and sorcerer maybe 3 times between level 26 and 50. All 3 were decked out in costumes from head to toe and had innerwear so I assume these were alts. I started getting into the habit of inspecting gear, especially when I see cute costumes. I noticed all three were either missing crystals or had it completely wrong. Like..the priest had something that applies poison when knocked down. I thought, "Ok...whatever. It's only SM"

The priest would stay WAY out of range, to make sure she wasn't getting hit. Usually just hanging out in the previous room. If she WAS in the room she'd be at the other side of the room with the sorcerer, just chilling. The ninja would stand about 10m-12m away from everything throwing kunai off cd. The only time the priest would "heal" is when someone died....

I don't really mind carrying IM or doing 90% of dps because the rest of the party is still new to the game, or maybe not good at dodging, etc... At least they are trying. But it seemed like these veterans knew they could get away with only 2/5 party members carrying the 3 of them all the way up to 60 while they stood around chatting. After 60, you usually get an OP 65 to carry everyone up to 65.

1 or 2 players should not be able to carry level-appropriate 5 man dungeons. I don't really get the point of leveling in this game...It's just a grind that doesn't teach players anything. For a game that sells itself as an action combat mmo, it doesn't seem to have much focus on the gameplay and instead only focuses on costumes.

Actually now that i think about it....could it have been one person controlling all 3 and using us to level toons on their accounts..? Are gold farmers a thing in this game?

Edit: changed the title to reflect what I'm really asking for. I don't want leveling to take longer, just want it to teach the player to be more aware of their class and gameplay in general.
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Comments

  • NopiNopi ✭✭✭✭✭
    I've been saying this same thing for a long while as well. Make level up game meaningful and make level up dungeons require people to work for it. I think it wasn't before about the content being hard, but taking too long. Someone apparently wanted everyone to reach max level in a few hours. Somehow that petition got passed at BHS HQ, and instead of streamlining the story quest to make it as hard but shorter, we got the easy way out of avatar weapons and a dire nerf to all bams. It WAS the cheaper alternative, and seems those peoples complaining loved the newly given power. I personally hate what they did to story mode in this game indeed.
  • voidyvoidy ✭✭✭✭✭
    edited July 2016
    I'm not disagreeing with you, but in practice how do you think your idea would work out?

    Whenever I level a new character, I get people in IMS who don't say a word. I'll say "hi," they'll say nothing. They won't say a word for the entire dungeon. Some of these people can barely get through Sinestral Manor, because they take the debuff from the second to last boss, nobody cleanses it, and then they leap down the ladder on their way to the final boss with 1/10th of their hp and die together from the fall damage like a death cult. Yes I've seen this happen. You know Akasha's Hideout? It asks just one thing of its players before entering: that they drink a potion found in golden labyrinth. People can't even do that. Even if it were made 100 times clearer than it is right now, they still wouldn't do it. Know how I know? Because crystal information is thrown in your face every time you log in, but I still see people with a setup designed for killing minions in the open world. Hell, even at endgame dungeons, the only content people ever experience hiccups with are the things that ask players, usually the DPS, to stop and do something. Usually not even a whole lot. Just one little thing. For example, FI has tombstones that appear. BHS even gave them a [filtered] neon target, so that anyone with a brain would know that they should probably hit them. All the DPS has to do is attack the tombstones so a ghost will stop chasing their healer around the room or wailing on their tank. Do they do it? Nine times out of ten they don't do jack [filtered]. You don't even get clueless well-intentioned newbies trying to attack the ghost to peel it away from the healer. They just ignore the world around them. That's a different kind of bad. That's an "I don't give a [filtered]" kind of bad, and you can't fix that by just making things harder.

    Again. I don't disagree that leveling content could stand to be less of a cakewalk. But I also think that the majority of people I've met in IMS are just bad because they don't even try, and cranking up the difficulty curve won't make them better. They'll just flock to kumas and have someone carry them there instead.
  • All my 3 years, i always try to "teach" ppl how to do the DG when i'm levelling but no one even listen, so i just dont care anymore,i know what to do, i run and do it because the game have a "avatar GOD SLAYER weapons" and i can kill everything.
    Akasha's Hideout? Nope, just jump away from that dungeon.
    Make it harder wont do anything will be still same, ppl dont know what to do, they will not tell you, they will die, it is in levelling dungeon and still same at end-game dungeons.
  • NopiNopi ✭✭✭✭✭
    voidy wrote: »
    I'm not disagreeing with you, but in practice how do you think your idea would work out?

    Whenever I level a new character, I get people in IMS who don't say a word. I'll say "hi," they'll say nothing. They won't say a word for the entire dungeon. Some of these people can barely get through Sinestral Manor, because they take the debuff from the second to last boss, nobody cleanses it, and then they leap down the ladder on their way to the final boss with 1/10th of their hp and die together from the fall damage like a death cult. Yes I've seen this happen. You know Akasha's Hideout? It asks just one thing of its players before entering: that they drink a potion found in golden labyrinth. People can't even do that. Even if it were made 100 times clearer than it is right now, they still wouldn't do it. Know how I know? Because crystal information is thrown in your face every time you log in, but I still see people with a setup designed for killing minions in the open world. [filtered], even at endgame dungeons, the only content people ever experience hiccups with are the things that ask players, usually the DPS, to stop and do something. Usually not even a whole lot. Just one little thing. For example, FI has tombstones that appear. BHS even gave them a [filtered] neon target, so that anyone with a brain would know that they should probably hit them. All the DPS has to do is attack the tombstones so a ghost will stop chasing their healer around the room or wailing on their tank. Do they do it? Nine times out of ten they don't do jack [filtered]. You don't even get clueless well-intentioned newbies trying to attack the ghost to peel it away from the healer. They just ignore the world around them. That's a different kind of bad. That's an "I don't give a [filtered]" kind of bad, and you can't fix that by just making things harder.

    Again. I don't disagree that leveling content could stand to be less of a cakewalk. But I also think that the majority of people I've met in IMS are just bad because they don't even try, and cranking up the difficulty curve won't make them better. They'll just flock to kumas and have someone carry them there instead.

    I understand your frustration indeed. Found these sorts of players myself. Worse, they also spam only auto attack. I would love to find a way to make these peoples learn. Since kicking a whole party is pretty much impossible, and leaving said party gives you a 15 minute debuff and the next party might not be any better.

    Thing is, I have no idea how to fix the unfixable. You tell them what to do. You show them how to do it. They don't want to. They won't do it. Some appear to honestly not even understand you. Should we all give up on mmos and return to single player games?
  • couldnt disagree more, i love being able to solo stuff thats labled as 5-man. additionally , i dont understand the gamers with Stockholm syndrome that ask for things to be more difficult or take longer... wtf is the matter with you ? everything should be made even easier. if you wanna challenge , go play dark souls...
  • NopiNopi ✭✭✭✭✭
    couldnt disagree more, i love being able to solo stuff thats labled as 5-man. additionally , i dont understand the gamers with Stockholm syndrome that ask for things to be more difficult or take longer... wtf is the matter with you ? everything should be made even easier. if you wanna challenge , go play dark souls...

    Different people have their own likes and dislikes. The way I understand gaming in general is to entertain yourself by challenging yourself. In my opinion, a game is poor if content is too easy. And looking at the current level up game, it is indeed way too easy. We are able to one shot most anything save a few bosses here and there on anything below 65.

    As I get older and my motor functions degrade, I have to lower my standards for a challenge. Currently I can do at most, 3 star dungeons easily. 4 star is already pushing it and I actually get headaches from trying to push too far. But even then, Tera's level up game is way too low of a standard as it offers no challenge at all. But this is again, in my own humble opinion. As again, people have different tastes for their gaming. You might like and be fully entertained instead by one shotting everything and not lose a [filtered] of life as you face tank stuff. I won't think ill of anyone who likes that from a game since after all, it's just a game.
  • I would blame avatar weapons.... yes, they are great.. but they are too great lol.. too strong... you dont need to worry about gettin your set, if you get ur avatar weapn you're good to go...
  • I absolutely agree that they should be harder... and this is coming from someone who has nothing to gain and no vested interest in making them harder. I like to solo. I like the fact that I can solo my way through these dungeons when leveling. But assuming that most people who play this game are "in training" for group play at level 65? The game is doing them no favors by teaching them absolutely nothing from 1-64.
  • I absolutely agree that they should be harder... and this is coming from someone who has nothing to gain and no vested interest in making them harder. I like to solo. I like the fact that I can solo my way through these dungeons when leveling. But assuming that most people who play this game are "in training" for group play at level 65? The game is doing them no favors by teaching them absolutely nothing from 1-64.

    thats the problem... and the proof that nobody is learning anything is that Melkatran from Manayas Core... When he cast that PARASITE thing... thats the easiest "mechanic" ever... you just need to jump... and every low lvl die there... even if u say "jump" they dont.. they usually dont have a clue of what the [filtered] is happening
  • ~WARNING!! WALL OF TXT AHEAD~

    lolz I haven't read the whole thread but -
    I'm old tera player that just got back bout a month ago maybe...
    playing ninja and brawler..
    A LOT have changed since I played lol was bout 2yrs off for me or somethin like that
    so it's like a whole new game for me in the end-game content lol
    coz all the old dungeons I knew of cept clockwork or w/e are completely diff now lol
    and the "end-game" gears are tier8+ O_o
    as for the "leveling dungeons" well
    it all depends on your teamates....
    as some1 who knows a thing or 2 bout crystals and how they impact your damage/defense...
    I always end up tanking or 1 of the primary dps in the pt... often even leading the whole pt from 1 room to the next luring everythin n pretty much it feels like I carry them and almost always I have good priest or mystic with me... sometimes I need tell the mystic which auras to use in order help me and rest the party be more useful and have an easier run together..
    but I still find it quite entertaining and fun regardless how "easy" the runs are... I even died few times in cultist dng coz the pt just sucked even the healer XD you just had a [filtered] and weird experience with ptys, also it might be due to whichever server you on lol
    I was on mount tyrannas had there almost all classes and tried ALL the classes to see which class I like most ended up maining a warrior coz I always end up tanking regardless the class I play lol it was fun times back then ^_^
    I don't think the leveling dngs needs a nerf... the whole point of the game is reaching end-game content and as some1 who just came back from a long break.. after hitting 65 everything was shockingly diff from what I knew before so I'm kinda feeling like a noob and will need watch some guides and maybe get a guild to guide me through dngs till I get used to the mechanics of each dng since all dngs are new to me now lol
    it took me 2-3 days to get my toons to 65 if I just focus on dngs and not the story ... just spamming dngs fits to my lv till nxt 1 pops on the pt match...

    but ~
    I think before players running each dungeon, especially after lv60 maybe.. or even 50+ not sure.. (or make it like that for all the dungeons..) make the dungeon available to players for group search AFTER they do a tutorial that teaches them mechanics of the bosses etc :D think it should help with noobs as well as teaching them or handing em over the crystals that suitable to their class... even priests/mystics as it seems some of them using completely useless crystals or even no crystals at all and wonders why d fuq they die.. >.< !
  • NopiNopi ✭✭✭✭✭
    I absolutely agree that they should be harder... and this is coming from someone who has nothing to gain and no vested interest in making them harder. I like to solo. I like the fact that I can solo my way through these dungeons when leveling. But assuming that most people who play this game are "in training" for group play at level 65? The game is doing them no favors by teaching them absolutely nothing from 1-64.

    thats the problem... and the proof that nobody is learning anything is that Melkatran from Manayas Core... When he cast that PARASITE thing... thats the easiest "mechanic" ever... you just need to jump... and every low lvl die there... even if u say "jump" they dont.. they usually dont have a clue of what the [filtered] is happening

    The game also played a derp by making jump and skill chain into the same button/key. Separating them is not explained in game at all, and is up to players to figure or for other players to teach. And with more classes now having "inherent chains" that cannot be removed, separating these is even more important.
  • I have two little ones so end up playing at odd times so I haven't been able to find a guild who can consistently run with me. Maybe I'm in a unique situation.

    Every time I IM and see half the raid or party on the ground and winning all the loot I think, "oh good. I watched all those dungeon videos and read all those guides so these guys don't have to."

    Even if the dungeons aren't made more difficult, which I'm perfectly fine with considering I'm also not hardcore, BHS needs to introduce a way to train players in game. They shouldn't cop out and just throw gear at people and nerf dungeons.

    This is probably what the thread title should have been, "Please teach new players how to play!"
  • DesuBeanDesuBean ✭✭✭
    I learned everything in Endgame and I'm fine with it.
    This game is meant to have multiple alternative characters, dragging leveling on any longer is just a pain.
  • I come from the game "blade & soul" so these "chains" I'm actually used to from there lol
    it's diff there in a way that if there's a skill the boss bout to cast and you need use one of your defensive/evasive moves to survive ... the evasive/defensive skill pops up on the screen and all you need to do is click SPACE to activate it, it's quite useful... maybe they should create somethin similar here since the brawler and ninja classes were "stolen" from blade&soul just slightly different on skills but certain skills are like "copy-paste" from blade&soul lol
  • Damoniq wrote: »
    I think before players running each dungeon, especially after lv60 maybe.. or even 50+ not sure.. (or make it like that for all the dungeons..) make the dungeon available to players for group search AFTER they do a tutorial that teaches them mechanics of the bosses etc :D think it should help with noobs as well as teaching them or handing em over the crystals that suitable to their class... even priests/mystics as it seems some of them using completely useless crystals or even no crystals at all and wonders why d fuq they die.. >.< !

    Wouldn't this take out the fun or the nuisanceof having to run a dungeon for the first time and not know the mechanics and so the next time you run it you know how to defeat it? I don't care personally if they did this but wouldn't this take out the feel of TERA and learning the mechanics of a dungeon? Isn't this what separates new players introduced to end-game dungeons and veterans? Just a thought.
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