[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
Tera did it first.
Aside of that, I believe we as a community won't be completely on the same page about how to have new players learn the game, so for now the only option is to keep kicking them from party when they don't perform as expected at end game dungeons and force them to learn from there. Basically the game system pretty much left newbies to fend for themselves and for veterans to weed them out.
The issue is on +0 and +9 ( or maybe +12 rich player ) gear just way too huge gap for low level.
Once in a loooooooong while there is a newb who asks for tips.
I feel like there is an exponential increase in effort required at 65 and it should be more normalized. Instead of only nerfing level 65 dungeons the leveling dungeons should require some effort and offer more incentives.
I was thinking something like dividing the leveling dungeons up to the length of a solo dungeon for each boss. Scale up difficulty a bit to make each section take just a bit less time than an entire run currently while giving the same amount of exp as a full run now. Maybe veterans can opt to solo and receive a dps, defense, OR healing buff and reward the solo run with bonus exp based on score or something. When you queue for a dungeon you get a random section.
Personally I would rather have bite size pieces of somewhat challenging content and be able to run those quickly vs a long grind where people can get by with auto attacking and face tanking everything.
LOL DOH.... I always forget the damn potion for Akasha's
In my defense, I only do that dungeon like once every few months or so...
lol and lol again. this happened to me when leveling a healer too. XD
Makes a good point about group availability that I didn't think of. Getting more people out of the early levels (under lvl 45) could help to not turn-off new players and get everyone to a more concentrated level range and have more population there. I'm not sure if that was the intention from the devs though.
Everything here summarizes the problem of not just this game but most games out there, which are starting to be designed to be simpler by the day. When you dumb down things, you also dumb down the skill and mentality of the newbies. Many people mistake these people to be casuals. Fact is you can be the most casual of players and still should be able to perform the basic mechanics such as not only using auto attacks and spacebar (Not even looking for a perfect top dps rotation) as well as dodging attacks that are obviously going towards you. And of course actually getting cues from the surroundings. You can tell if a player is bad or not just by seeing if they can understand simple mechanics. A perfect example would be Kalivan's Challenge. Unless you are so geared it doesn't matter (and who does KC if you are geared anyway), a normal human being would find a bomb and stand behind it, or at least try to. Many a times people don't even realise that they are supposed to move even when the boss is obviously looking at them. These are also the people who are completely clueless about the game, with horrible crystals, no crystals at all because they don't know what a crystalbind does, stays a floormat in the easiest of level 65 dungeons and laments on how hard the already nerfed dungeon is.
Mentality is the biggest problem in the newer gamers. They want to faceroll and feel good about themselves, and game companies do give in and make it simpler for them just for profits. This I feel is the main reason why most games lose their charm. But I feel that there should be a way to shake out people from that mentality just because it is extremely toxic for a game to allow newbies to stay nonchalant and then getting hit on the head very hard when they hit level 65, which by then is way too late. And the problem is they stay bad and have absolutely no idea why they are bad.
Fact in mind is that no one expects everyone to be extremely good in their rotations and be untouchable by mobs. But at least the bare minimum of actually understanding what their skills are and doing even a halfpassable rotation without relying on AA as a DPS, keeping up the debuffs and healing as a support and actually not making the boss move around that much as a tank should be there in PvE. Upping the difficulty of the dungeons will force the newer players to eventually learn how battles and dungeons in TERA work, and how you can use your abilities to clear it,because if they don't they can't progress through the game well. And that WILL improve the situation of PvP because eventually newer players will also understand their class better from PvE, which transits them better into the PvP environment if they are interested in it.
Sure that might seem like an elitist thought, but you need a standard to keep older players interested, no matter how casual the casual player is, there should also be that standard to ensure the proper transition to the real end-game.
It is, and I find it fine if people wants to do the dive in to a dungeon to learn the mechanics instead of reading up, because it is how the original players learn the dungeon anyway. The problem is people are starting to ignore mechanics, thinking they can burn past thresholds easily, and that is the precise reason why dungeons have to return to their older difficulties.