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KTERA's Developer Note regarding System/UI revamp is out

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Comments

  • Is there some date when these will be added?
  • Might as well get rid of healers and the buffs they give while at it just in case some new healers cant manage to heal,buff,cleanse the party.
    Need an arise before blowing retaliate,need a cleanse before that zerker hits you on the head,getting locked on by an archer but no kaia's.

    I don't mean to demean pve but when you die now you just get ressed w/ full buffs and stam w/o consequence to the fact you can stand in fire or
    stand in front of a one shot mechanic and still finish a HM w/o penalties of death.

    We had a time(pvp players) when we used Warding Scrolls,135 Stam bolsters,heart pots,etc to maintain a competitive edge against a raid of another raid/guild but that time was corrupted when the CRUSADE came around for highest score/accumulated score for pve guilds.

    That alloyed (PVE Crusaders) to make full use of all the buffs available to rank,..NP

    But now that pvp/gvg has taken a new direction,ie no more list of buffs 24 icons long reduced to this 3 buffed icons
    how are you going to fit that into different playstyles and classes?

    If ANY THING i cant get my head around is the cd on a HP is 10s,like i said any beginning player can kite/run for 10 sec and heal up in 30s
    We can already mount up in all pve instances or just run around and around till the party is all back.

    Give something back to the PVP players when you take away self sustaining temp buffs that are part of a well coordinated attack or defence.
  • Idi0ticGeniusIdi0ticGenius ✭✭✭✭✭
    @SacredHeart

    This is coming to KTERA in about 17~18 hours from this post (10~11 AM in Korea, 6~7 PM PDT).
  • @Idi0ticGenius

    And what about NA? Are we far behind these updates?
  • mollyyamollyya ✭✭✭
    100% HP res will be more useful than 120 stamina res especially when saving dead people in the puddles.
  • TWMagimayTWMagimay ✭✭✭✭✭
    The old system supported hundreds (thousands?) of different potential combinations of a large number of consumables, but only a small handful of them were truly efficient or useful in practice. It's a whole lot of "flexibility" for a very small amount of actually-viable customization, and in exchange for a fair bit of extra (buried) complication.

    OK, so, there's 4 things to consider:

    1. Crystals: Remove the ones that are no longer useful in any way(anarchic, domineering etc.) from the game, replace them with pounding/hardy/bitter/spiteful in loot tables. Done.
    2. Charms and campfires: Create 1 camfire item that gives 30min charms and restores stamina faster, replace all existing fires with it(or just allow people to sell them for the price of the new item). Remove the green charms from lower levels. Leave talisman trio(multiple use, no-fire needed charms), Balder's triple charms(turnt he friendly and mystel or w/e the frak into Balder's charms) and the greater charms in the speciality shop. Done.
    3. Stamina: I don't quite see the problem with it. It's better than the armour repair systems in other games(as in, less annoying). I'd tweak panaceaic bolsters a bit(more items per craft, shorter cooldown) or make 120 default and leave the ability to increase it. I just...really don't see the issue here.
    4. Consumables: The only ones I'd say are useless are the resistance scrolls, the only clutter they create is in the alchemy design/window. I don't see how scrapping the entire craft over a few items is a worth it deal in the big picture. If they really are such a big problem, just remove those. All the change to consumable items are [filtered] in every way and end up making gathering almost useless because...there's an npc that has some designs that are not needed?

    The thing is, most of those useless items you don't even come into contact with(apart from levelling which, yes, should be fixed), they exist in their own corner of Tera, for those who want them, without causing issues for those who don't. How does something you see one time cause such big complications for you that it warrants the removal of a crafting profession and and entire game system?!
  • Idi0ticGeniusIdi0ticGenius ✭✭✭✭✭
    @SacredHeart

    From the looks of it we seem to be about 3 months behind. We are is KTERA's April 28th patch or so.

    The last crusade is ending at similar time as KTERA... hmm. Probably they want consistency with that one in particular, who knows.

    Things to expect soon:

    Story Quest Solo Dungeon
    Introduced in May 3rd, I translated this Solo Quest dungeon as "Memories of Laknan Castle" but in NA that Laknan Castle is Trellum Consurgo. The story is based on Sonya (Zolyn's Sister) and her journey to Northern Arun after she had left Zolyn (from Zolyn's memories) or just after Seren crowned her as "Princess of Black Lands" at Lake of Tears in her Dreams, which you can tell by reading Chronicles of the Argon War:
    "When I awoke, I took the road north again, toward the devastation, toward the fighting, toward the place where history will be made."

    is written at the end.

    So it's her story of her expedition of Northern Arun, so it's basically a time travel. I forgot what the NPCs said about it but basically you are experiencing the whole event. The fun part of this dungeon though, they tried to make Route A or B choices. I wonder how this is going to go... I have high expectations on this one for the concept/story, not much for gameplay. It's interesting though since this is basically possible thanks to Mystel's Arcana, which is the floating glyph tablet thingy at Veritas Vault. I'm really interested in the lore so I might be just being hyped all over for nothing.

    Gear

    On May 3rd, Conflate boot's "Resistance to Slow" stat becomes a orange line instead of green

    Open World

    On June 19th, Flight Zone expanded on Southern Shara (with exception of certain areas like dungeons/ caves/ indoors etc)

    Items

    Loots have been decrease several times for bot prevention-- some drops from monsters were changed to have no value.

    on July 7th, special merchants sell affinity catalyst, vanguard crystal merchants sell pristine Griefing/Indomitable Zyrks...

    ....err other things...
    I'm not sure about that kumas battleground but there were some balance adjustments. not sure which version we have.

    June 29th is GvG Raid and Guild System Revamp

    July 7 is adjustments to GvG Raid and Guild System,

    we're really not that far away from KTERA now.
  • AngelishAngelish ✭✭✭
    @Idi0ticGenius

    And what about NA? Are we far behind these updates?

    Expect around 4 months to half a year.
  • Thank you Idi0ticGenius for this thread. I was downloading the game client and looking forward to playing Tera for first time when I saw this post while checking forums.

    Was. I no longer will be playing Tera. I was in a big way attracted to playing this game by features like Stamina, Alchemy, the need for various potions, in short by some of the features that will soon be removed from Tera. I'm not going to start playing now just to see this game altered in a fashion I would disagree with.

    BlueHole Devs... you just lost a customer due to the proposed changes on the way. Consider that while you make your plans to alter this MMO so radically.... and I'm not even a customer yet and I find it disagreeable enough to halt the D/L and walk away now. Consider that.

    Good luck guys and gals. I believe I would have enjoyed sharing this MMO with you all.
  • luneruluneru ✭✭
    May as well make Tera a tab-targeting game, newer players have trouble dodging attacks in action combat :^)

    But really, if they're only looking at what new players think... I really give up on this game. They need to start listening to veterans or this game will fall apart, you need skilled players too in a game. Newbies are completely lost end game thanks to the pacifier leveling system BHS has created to get everyone to 65 as soon as possible.
  • NopiNopi ✭✭✭✭✭
    edited July 2016
    (Late reply, but for what it's worth...)
    Nopi wrote: »
    YET, their response was to take out the ability for someone who needed some crit factor over power to burn a crit factor charm? Their response was to remove the ability of a priest to do some solo vanguard dailies in a quicker way by using a set of scrolls and charms that didn't give attack speed and instead gave more needed power?
    I guess I would differentiate between something being a "good system" and a few of the byproducts of the system being good. The old system supported hundreds (thousands?) of different potential combinations of a large number of consumables, but only a small handful of them were truly efficient or useful in practice. It's a whole lot of "flexibility" for a very small amount of actually-viable customization, and in exchange for a fair bit of extra (buried) complication. But on the other hand, it's also fair to say that the new system has gone too far the other way in offering no choice at all. So, if we could make a good list of "here are the specific, useful combinations of things the old system allowed me to do that the new system won't," those are probably the points to bring forward. Obviously who knows if they will listen, but I don't think I could argue in good faith that the current system was better on the whole and deserves to be kept for those reasons alone. At least saying "that's fine and all, but what about <these specific valid cases>?" seems more likely to get a possible audience. There may be a solution that adds back some flexibility without creating so much excessive bloat.

    Incidentally, for whatever it's worth, I agree with your list of other important issues to fix as well, but I guess I still would have put this issue up there on the list as well, whether or not this is the right solution.

    Well. To note that I'm looking at things from my point of view, yet we all have to understand there's different points of view. Anyway, you said it yourself. What's being done is too far off target. That the change will benefit some? Sure, it will do. Will it ease up things? Sure as well. But the big part that has still to settle in is removing a game mechanic and a bunch of options for different play styles which some may say it's part of what makes the game what it is(me included) and others might call it an inconvenience. Plus, the fact that there were other matters that seem more pressing to fix. I mean, I thought they were too busy as a small studio dealing with character balance and the mess that the current UI is, which, stamina and consumables being difficult to understand or not, the UI and lack of optimization is one of the big reasons why more people are not playing this game(because they simply can't), and class balancing being an issue that repels a bunch of veterans as well.

    And sure, I could say that there's people assigned to this part of the game fixes, and others assigned to this other part, but I ask again, weren't they a small studio to begin with? Or is KNexon helping them in any way? Is this whole simplification KNexon's idea while BHS works on class balances? In the end, I wonder what are their priorities.
  • Every single unique thing in TERA is slowly being stripped away.... I hope the devs don't plan to make TERA a generic MMORPG.
  • Alchemy is already dead. But I wish that the new nostrums and potions would've been craft-able with alchemy... I'll miss warding and dash scrolls, I actually use those a lot. And when's the last time anyone waited a whole 2mins for your stamina to regen at a fire rather than going to a cleric or using a panacea? Let's face it stamina was never that big of a deal. It only looked good on paper.
  • Mobius1Mobius1 ✭✭✭
    edited July 2016
    So there were problems with the stamina system. And there were problems with the consumables system. So what is the normal, rational thing to do?

    Fix the problems with them!!

    It's the same bloody thing with alliance, and crusades, etc.. Instead of fixing stuff, they just remove it or completely gut it.

    At this rate, in another year, half the game will no longer exist.

    "Say, we have all these zones that almost no one goes to anymore. I guess we should just remove them!"

    Might as well remove crafting and gathering completely, too. And remove all male players, and all Amani and Baraka, since most people don't play them.

    And sky castles? Yeah, those had problems, so let's just remove them! Throw all that huge amount of development from the past in the garbage!

    And the combat itself - the very heart and soul of Tera, is being gutted more and more, too. My own class, Mystic, in its "balancing" patch, just got made WAY easier to play. The same is coming for all the other classes. Soon we'll all be space-bar classes like the new classes.

    I think my point here is rather clear - Instead of removing content and features, why not actually try and FIX and IMPROVE them?! It's stupid to just gut content from your game!

    Removing Nexus, and alliance, and sky castles, and reputation quests, and story quests, and side quests, and alliance vault, and old dungeons, and stamina, and consumables, and alchemy.....I could think of a gazillion and a half ways to fix and improve all those things, instead of throwing so much content in the garbage.
  • Mobius1 wrote: »
    It's the same bloody thing with alliance, and crusades, etc.. Instead of fixing stuff, they just remove it or completely gut it.
    Except alliance stuck around for years without being fixed. They simply ignored it instead of removing it. Idk what's worse.
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