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

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Comments

  • TWMagimayTWMagimay ✭✭✭✭✭
    Xaera wrote: »
    What's even the point of the hydread now then? Boo. I was just working on getting those.

    Why should there be a point? Shariar settings don't have a point either. Also, you can thank all the people who complained about their ilvl dropping down when they equip Hydrads.
  • PlagueFWCPlagueFWC ✭✭✭
    "Sir, people are complaining that healer gear is getting worse every patch and that they're better off using old ones"
    "Well make the old ones even worse then! "
  • TWMagimayTWMagimay ✭✭✭✭✭
    PlagueFWC wrote: »
    "Sir, people are complaining that healer gear is getting worse every patch and that they're better off using old ones"
    "Well make the old ones even worse then! "

    You really didn't see that coming? They've been changing healer gear for so long now, they even nerfed base heal amounts of skills. It's pretty obvious that they don't want healers to be able to 20-100 people in 1 skill and that's been coming back for a while now. Certain nerfs are to be expected. Plus, gotta make some money on the semi's every patch and it's not fair when some can pass on it.
  • NopiNopi ✭✭✭✭✭
    edited July 2016
    inb4 they add a heal % cap so everything caps at 50% HP max healed. Then again, more and more dungeons are one shot mechanic shenanigans, so in the end healing will become pointless and the only meaningful gear stats will be dps. Might as well just start making healers into solely resurrect machines.
  • RKC wrote: »
    I dont see any UI improvements. I only see things getting taken out and people are upset.
    Because EME forums are 90% whining. The UI will be improved because there's going to be less crap on your screen and the ability to filter it into categories. Which should in turn, improve performance even if only a little.
  • Mobius1Mobius1 ✭✭✭
    @counterpoint The new charm system is effectively removing choice, to simplify the system.

    Now you can't choose which scrolls you use, or which charms you use. You're stuck with the same thing.

    True, most players use the same things anyways. But those players are at a disadvantage against players that take full advantage of the system as it is. That's how it SHOULD be.

    If someone is too lazy to figure out the system, then they should have a disadvantage.

    Having many consumables that may or may not be redundant, is actually a very normal feature in MMOs.

    Please explain to me how it was so confusing? It wasn't confusing at all. Stamina wasn't confusing, charms weren't confusing, scrolls weren't confusing, and consumables were not confusing. You read the text on them, and it clearly explained what they do. And learning how to manage stamina and charms are clearly explained to you in noob quests. As a noob, I had zero trouble figuring it out, because of those quests.

    Too lazy to learn, is not my problem. And too lazy to bother getting the consumables, is not my problem.

    So I guess what it comes down to, Counterpoint, is that I don't even understand why people felt the system was cluttered, or confusing. Sure, it had a few things that could use work, but it felt like a pretty normal type of consumable system, to me.

    Saying it's too cluttered, and too confusing, is like saying a customizable card game, say Magic, has too many cards, and needs to be dumbed down and give you less options, to make it less confusing to build a deck.

    With complexity, comes more choice, which in turn brings more strategy, and more longevity. Longevity which comes from people not getting bored so easily with such a simple system.

    It's funny, because if it were up to me, I'd flesh out the consumables system, and add even MORE consumables. And I'd add even MORE charms. And MORE stamina effects. Now THAT would make for a better game!
  • SquishiesSquishies ✭✭✭
    RKC wrote: »
    I dont see any UI improvements. I only see things getting taken out and people are upset.
    Because EME forums are 90% whining. The UI will be improved because there's going to be less crap on your screen and the ability to filter it into categories. Which should in turn, improve performance even if only a little.

    This is true. In fact I mostly whine on the forums when i'm not playing the game.

    On the other hand, the changes being made to TERA for these UI changes seem disproportionate.

    It's like chopping off a whole arm to remove a tattoo.

    It does the job but a more precise effort would have produced the desired results that didn't gut several unrelated parts of the game.
  • HysphericalHyspherical ✭✭✭
    edited July 2016
    squishsquish

    Knowing BHS, they probably have something up their sleeve. They probably have a new consumable/set of consumables that they're planning to release. They compress things too much so that they don't have to revise it again for a long time as they re-expand it. It's annoying but I guess it's efficient.

    This isn't the first time we've seen large consolidations of content. For example the old tiered gear (which went up to I think T1-15 before being compressed to T1-6 - oh look we're back to T10 again). Let's not forget the old enchanting system using fodder (which has sort of come full circle). The old hammer enchanting system which stuck around for I think one whole patch (Wounded World/ABHM) which led the way to the feedstock system that came out in the level 65 patch which works very well imo. But we would've never gotten to it if BHS hadn't tried different things. Let's see what happens.
  • Nopi wrote: »
    inb4 they add a heal % cap so everything caps at 50% HP max healed. Then again, more and more dungeons are one shot mechanic shenanigans, so in the end healing will become pointless and the only meaningful gear stats will be dps. Might as well just start making healers into solely resurrect machines.

    Healing throughput was nerfed once already, back when 65 cap went live I believe. Before then any priest with VM1 weapon w/perfect rolls could heal for 100K. Healing is just now getting back to WHHM levels of throughput, 6 tiers later.
  • voidyvoidy ✭✭✭✭✭
    edited July 2016
    TWMagimay wrote: »
    Xaera wrote: »
    What's even the point of the hydread now then? Boo. I was just working on getting those.

    Why should there be a point? Shariar settings don't have a point either. Also, you can thank all the people who complained about their ilvl dropping down when they equip Hydrads.

    There should be a point because unlike dungeon jewelry which can be obtained in a single run or purchased with tokens, hyderads take weeks of grinding to obtain. Shariar settings should have a point, too.

    People who complained about ilvl probably expected nothing to come of it since most complaints about in depth game issues rarely get fixed by complaining about them here. Being a bit of an optimist, I thought they would either boost the level/ilvl of the item, or just scrap the faction system entirely since they've been on a content-scrapping spree as of late. Instead they just nerfed the things, thereby making factions still a thing that exists, but an entirely pointless thing to do since the cosmetic items can be bought with fedbills and the jewelry is now outdated trash. Like alchemy, it will soon be a system that exists but is no longer worth using. Might as well have scrapped it.
  • Mobius1 wrote: »
    Please explain to me how it was so confusing? It wasn't confusing at all. Stamina wasn't confusing, charms weren't confusing, scrolls weren't confusing, and consumables were not confusing. You read the text on them, and it clearly explained what they do. And learning how to manage stamina and charms are clearly explained to you in noob quests. As a noob, I had zero trouble figuring it out, because of those quests.
    The issue is not that any one given thing is confusing on its own. The issue is that, by the time you get to end-game, there are a dozen layers of overlapping, redundant things that all do variations of buffing or customizing skills and stats, and they kept adding more over time. See here in the second paragraph where I try to list them all, but I'm sure I missed some. All the stuff could easily be collapsed down to, at most, four systems: gear customization, skill customization, stat customization, and a selection of boost consumables (one at a time). (If you want, you could even collapse it down to three systems.) That could allow people maximum customization ability without so many layers. Think like an oldschool RPG where you had "Equipment", "Skills", "Items", and "Status". That's really all you need to provide virtually unlimited depth and customization potential, if it's implemented well.

    The benefit of this particular change, in my view, is not because stamina, charms, scrolls, consumables, or any of the other specific items they're removing are so confusing on their own. The benefit is reducing the amount of redundant systems (layers) in the game so that, at least in principle, each remaining system can be more meaningful and impactful. It's considering the purpose of each subsystem in the context of an overall system that drives towards a certain overall goal and intent, rather than each individual system having its own independent goal and intent that "add up" haphazardly.

    Anyway, like I said, that's just my way of looking at it.
  • BluehydraBluehydra ✭✭✭
    edited July 2016
    This is just saddening. Something I really enjoyed about the game was the option to test different builds+consumable combos and seeing which was the better way to go. This forces you to stick to the basics and really takes a lot of fun out of the game for me, it kills the variety.
    Stamina was never a problem in my opinion, it actually improved the learning of new people, you learn from failing, not from being spoon fed.If death has no consequence, it only makes people more careless, making them die more often (and making it a nightmare for healers).
    I had a few friends join the game around a month ago, they were not confused by stamina, one of them even said it was cool cause it was similar in concept to Dark Souls. And I didn't need to explain consumables too much to them, they did KC once and they got the concept. I honestly don't see why this change is needed.

    I mean overall, i don't mind for most of it. I'm a master alchemist, but whatever, kill alchemy, kill stamina, but allow us to choose and build our consumable combos if we want to. If it was in my hands i would have made the combo nostrums as they propose, but kept the old charm/scroll system. Even if its just the greater charms and the top scrolls it would still be useful for those who want them, while keeping it simple for those who want it simple. Whats more, make old charms affect only the user (and not depend on campfires), then no one can complain of overwriting stuff (which didn't really happen cause it only takes a second to type "step away i'm gonna use keen")

    Ps, enchantsource2_tex.png
  • Bluehydra wrote: »
    This is just saddening. Something I really enjoyed about the game was the option to test different builds+consumable combos and seeing which was the better way to go. This forces you to stick to the basics and really takes a lot of fun out of the game for me, it kills the variety.
    Stamina was never a problem in my opinion, it actually improved the learning of new people, you learn from failing, not from being spoon fed.If death has no consequence, it only makes people more careless, making them die more often (and making it a nightmare for healers).
    I had a few friends join the game around a month ago, they were not confused by stamina, one of them even said it was cool cause it was similar in concept to Dark Souls. And I didn't need to explain consumables too much to them, they did KC once and they got the concept. I honestly don't see why this change is needed.

    I mean overall, i don't mind for most of it. I'm a master alchemist, but whatever, kill alchemy, kill stamina, but allow us to choose and build our consumable combos if we want to. If it was in my hands i would have made the combo nostrums as they propose, but kept the old charm/scroll system. Even if its just the greater charms and the top scrolls it would still be useful for those who want them, while keeping it simple for those who want it simple. Whats more, make old charms affect only the user (and not depend on campfires), then no one can complain of overwriting stuff (which didn't really happen cause it only takes a second to type "step away i'm gonna use keen")

    Ps, enchantsource2_tex.png

    Well they already killed armor and weaponcrafting. Now alchemy too. The only one that's left is etching, which happens to be the one crafting discipline that is almost purely RNG based. Coincidence? You decide.
  • OMFG is this for real?

    Blessing of Shakan/Balder, Arise, Kaia’s Shield
    When leaving or joining party, the effects will disappear unless the caster exists
    The caster must remain in party to keep the effects. They will disappear if the caster is not present.

    In a few months I ll have to find a new MMO
  • Mobius1Mobius1 ✭✭✭
    edited July 2016
    @counterpoint Redundancy is a normal part of MMO systems.

    If I enchant my weapon, I am adding +attack to my character. Then I can add an etching, which increases it further. Then I can get food that increases it even more. And then charms. And so on, and so forth.

    So then what? Should we just remove all these boosts, to simplify things? So get rid of etchings, and consumables, and add their boost to charms, to simplify things?

    I'm sorry, but that's just lame.

    It's going in the OPPOSITE direction for what is best for a MMO. They should be giving us MORE options, not less!

    This isn't a kid's game. It doesn't need to be simple, or less difficult to figure out. If it was, then there would be less options and variation, and it would get boring more quickly.

    I mean, think about it. You say that there are redundancies that could be simplified, but where do you draw the line? Technically speaking, we don't need innerwear, or multiple pieces of jewelry, or multiple pieces of armor - You could just make it so we can wear one piece of jewelry instead of 5 + brooch, and one piece of armor instead of 3 + innerwear.

    But this isn't a FPS game, or a console adventure game, or a kid's MMO. Those games are usually better off being more simple. But MMOs, with their basis being DnD originally, have traditionally been more complex and less simple. MMOs are supposed to be the games where you have the most flexibility and options of all genres of games, to customize your characters and their stats/abilities.

    Look what ESO did, with trying to make the game simpler, to be more easily played on Consoles - You could only put 6 abilities on your skill bar, which ended up being a major complaint about the failed game.

    Do you really think that simplifying the consumables, stamina, and charm system, is going to bring in more new players than it will lose old players? I know for sure it will lose some old players! But I doubt it will do jack squat to bring in or retain players.

    I've never heard of anyone leaving Tera because it was too confusing. Maybe if they were 6 years old....
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