[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
I'd say it's more "pay to look like a $10 [filtered]". If you don't care to put slutty outfits on your loli's, you have just removed about 90% of the cashshop. The other being fancy mounts. Note, you get a 275 flying mount for free at 65.
The one thing that I can say you really need to spend money on is the account bound Totes which gives you a personal, 72 slot bank on every character on every server, permanently. Wait for a sale (in 3 months there have been two) and get it for $15.
Anyway, what @Nopi said is true. All f2p mmo have p2w mechanics. When I say TERA is not p2w it just means TERA is very welcome to f2p players, but p2w mehcanics are there.
Actually, I think that would have the opposite effect. If I were to rage quite this game, it would be due to suddenly hitting a difficulty wall. Up until 40 you are flying through the levels at a rate of several per hour and gear is irrelevant because everything can be face tanked and just dies if you ask nicely. Things slow down after that, but PvE is still pretty braindead until about 60 in Mayan Core (or whatever) where you get some minor boss mechanics (jump, kill the red one, only attack the core). When you hit 65 the game litterally gives you level 65 gear for free. You then have two (use to be one, but this is way better) to get dread and some enchanting materials. Run Echos, get a weapon and maybe some armor. Then kill BAMs on IoD, get armor, gold, jewerly, enchanting materials, the works. From there you have grind a little bit for feedstock, MES, MIS, and SES (not that there is any need for SES given the drop rate in ABNM). Then you run DFNM, the first real dungeon, even if it is super easy.
By this point the player will likely have either ground BAMs, BGs, or 65 dungeons. All of these will lead to an understanding of the class, something you don't get while being power leveled by BHS/EME into 65. Hopefully, you didn't end up learning the game [filtered] backwards as a result of choosing one of the four new classes, in which case you probably will have to shed some bad habits first. You'll also get a taste for what it's like to fail at enchanting and masterworking without the rage from Slaughter or ultra rage from SF and Imp. So while I think the game fails to prepare players for level 65, I do think the initial end-game content and gear eases the player into real dungeons and T9 and T10 gear progression.
If you give everyone +12 Dread at 65, you get neither of these things. Suddenly the playes are going from having everything handed to them to having to work for their meals. Players would enter DFNM without any group awareness at all and tanks would be even worse since the sub-65 dungeons don't need tanks. As far as I know, neither ABNM nor KCNM can be run without a tank. You may be able to tank it as a bad tank (God knows when I tanked KCNM with my warrior for the first time I would not have protested or complained one bit if they kicked me), but you need A tank. Hell, even if it's a slayer tanking, it's still a tank (I saw a slayer tank FINM...true story). They will also start enchanting T9 gear and find that it doesn't work most of the time.
So, my point is, if they made end-game any easier, the difficulty wall would get steeper. When people hit walls, they rage. That is not how you maintain a player base.
If I were to make any changes, I would make 30-39 more difficult, and scale 40-64 up appropriately from there. Making content harder and enchanting less likely to succeed.
Now, as far as enchanting goes, I would like to see greater enchanting advantages applied on failure. I think that would reduce frustration, but if you then decrease the base success rate you end up needing the same amount of materials, while but it would be more consistent.
I play on Mount Tyrannas, if your serious I'm gladly accept any amount of free gold or emp
My character name is Deadly.S
Thanks for the input everyone I think I have a much better understanding about the game.
I still have another question when I hover an item it says Average Brokered Sale XXX amount of gold. is that the average price I could sell for?
But, you need to get some friends or join good guild in Tera.
Friends and Guild >>>>>some farming >>>> Cash for gears.
Tera is a "practice makes perfect" game. Meaning you need to have that level of reflexes and knowledge to get to the real end game.
The first few dungeons are ezmode, just wait till you get to the harder ones.