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Upcoming Guild Changes Questions and Feedback

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Comments

  • NopiNopi ✭✭✭✭✭
    will the guild character buffs be enough to make a big difference between a guild player and solo guys like me? I know every single point is valuable to ultra min-max players, but what about common play?

    Like you said, min-max wise yes. normal gameplay, not really.

    Will I be kicked from parties because I'm not in a guild?

    I hope not. KTERA didn't have this problem and they're the biggest QQers. It'd be really embarrassing if we do that.

    In general, will my solo play experience change with this guild system?

    Aside from min-max, not really.

    Properly answered.. I like it. Thanks. Sure, we will see what happens down the road. As a solo player, this won't really ruffle my feathers so long as it doesn't get shoved in my face every walking minute. Plus the bank space expand will be a good addition to me. I don't have an alts guild so this is a plus for me.
  • I guess for feedback, I'd have to say... why? Why? Now you're just shoehorning players into guilds, and you're doing it for no real reason.

    Solo players already have it tough, why do you need to make it even more depressing?
  • I'm not for putting the masks in the game when Alliance goes out. They are rewards that are available right now. If you want them, go get them. Otherwise, let them go the way of the Ghost Knight Helm.

    On topic though, I'm looking forward to guild quests. The more I learn about it, the more it seems like something fun for a guild to get done as a group. That's nice because most of the guild oriented activities in game are PvP related or lack luster at best.
  • SchwerpunktSchwerpunkt ✭✭
    edited September 2016
    If it isn't going to make a difference, why bother adding it at all? Give us the new UI and the new GvG stuff, but leave all the buffs out and just give every guild a bank they can increase in size through leveling.

    EDIT: I do play on Mount Tyrannas, and I am into open world PvP. I'm also a solo player, so I tend to stay away from guilds. That already works to my detriment because I don't have a legion of players ready to back me up. What possible reason is there for giving guilds even more benefits than those they already have?
  • Idi0ticGeniusIdi0ticGenius ✭✭✭✭✭
    KaaiYu wrote: »
    I'm not for putting the masks in the game when Alliance goes out. They are rewards that are available right now. If you want them, go get them. Otherwise, let them go the way of the Ghost Knight Helm.

    On topic though, I'm looking forward to guild quests. The more I learn about it, the more it seems like something fun for a guild to get done as a group. That's nice because most of the guild oriented activities in game are PvP related or lack luster at best.

    If I remember correctly, they were kind of disappointing.

    It is basically Vanguard Request for Guild, so there are caps to how many you can complete.

    There are three types:

    Hunting, Battleground, and Gathering.

    I'm not entirely sure what gathering was about. It could've had crafting included.

    but Hunting (dungeons) and BGs were number of clear: 5 for small, 15 for medium, 25 for large size guilds.
    I think they count per member, but this was adjusted like 3 times or something so I need to check on how it was after July 7th patch (which I think we're getting as it was before Sorc release at July 21st). They were adjusted again on July 28th.
    If it isn't going to make a difference, why bother adding it at all? Give us the new UI and the new GvG stuff, but leave all the buffs out and just give every guild a bank they can increase in size through leveling.

    EDIT: I do play on Mount Tyrannas, and I am into open world PvP. I'm also a solo player, so I tend to stay away from guilds. That already works to my detriment because I don't have a legion of players ready to back me up. What possible reason is there for giving guilds even more benefits than those they already have?

    Why not? People have been asking for new Guild content since FoA (from what I remember since that's when I began to be active) because Alliance system went down hill with level cap increase, nothing much were adjusted for Alliance.

    No one is forcing you to join guild to do anything, you're only missing out very few stat boosts that makes no difference in general gameplay. How much of a difference does 5 power, 5 crit, 5 endurance, 5 crit reisist even do? That's like having Heaven's Elixir-- you don't need it to clear hard dungeon or win in BG.
  • LotusEliseLotusElise ✭✭
    edited September 2016
    @StarSprite My Question; as a Guild Master it says i can get the bank to send funds to the guildies (for completing quests and stuff) NOW, I only want it to send to people that actually participated in the quests... is this what the function does?

    As I don't think its fair to the others if some guildies get gold when they didn't work for it. Tyia! :chuffed:

    Also, I think its good we have to work for the guild bank D: *bring em dem pitchforks!*
  • You know those buffs you get for logging in every day for a week? You don't log in, see that you have +6 pwr, +5% hp and +20 movement speed and think "great I have a buff".

    Instead, if you *don't* log in you feel like you have received a "not logging in nerf" have some slow movement speed etc as punishment.

    I have a feeling this is going to be similar. It is presented as a buff, but really it will be experienced as a nerf for your character not being in a guild.

    Doesn't really bother me that much cause I don't take the game too seriously, but I can imagine this really upsetting min/maxers that don't want to get super involved in the whole guild thing.

  • DivineRemnantDivineRemnant ✭✭✭
    edited September 2016
    The movement speed buff is the only buff I truly care about in Vanguards. And that itself is 20, while the maximum amount gained from guild levels is 5. Not having all the buffs won't be a huge difference for me.

    Also...am I the only one who likes the idea of having to work for guild bank access? :)
  • TsukasaKunTsukasaKun ✭✭
    edited September 2016
    It's not like any of the passive or active stat boosts will be active in BGs and the active stat boosts won't work in dungeons, so there's very little that will effect anyone not in a guild.. the passive and active boosts are mainly for the actual GvG content rather than the existing dungeons/BGs.

    Quick edit: "Passive" are the passive buffs (+1/2/3/4/5 power etc) while "active" is the buffs from skills like Battle Will.
  • Will the update for Guild Changes, Sorc Revamp and Vm8 be separated?
  • Idi0ticGeniusIdi0ticGenius ✭✭✭✭✭
    @NishikiEnrai

    seems like Guild revamp and Sorc revamp are separate.

    but Sorc revamp should come with VM8.
  • KTERA Patch Notes from 1st GvG update:

    GvG Raid
    GvG Raid added as New content.
    For 3 weeks, it will be on a Trial period twice a week (Wednesday/Saturday)
    Any players above level 11 can enter the GvG Raid area via the GvG Raid Guide NPC.
    The GvG Raid events will operate for two hours (8pm ~ 10pm) on Wednesday and Saturday, and the outposts can only be attacked during those times.
    Protecting Allied outposts while destroying enemy outposts during Raid hours will lead to victory.
    If more than two Outposts are not destroyed before time is up, Velika will be freed and the tax will be carried over to the next GvG Raid, greatly increasing the reward
    GvG Raid Zone is unlimited PvP area, where all players except for party and guild members are hostile.
    Costumes (decorative ones) will be hidden GvG Raid Area, and only GvG Raid exclusive mounts can be used.


    Guild System Revamp
    Guild Cooperative Mission is added, which can increase Guild Level and receive Guild Funds.
    Upon Guild Level ups, Guild Masters can use the Guild Skill points received to gain Guild Skill.
    Max number of Unique Accounts in Guild is limited to 120.
    Max number of characters in Guild remains 300.
    You will not be able to add new guild members when passing max limits,
    The Guild Savage Draughts(?) and Catharnach Award will not be useable, but will be sellable to NPCs.
    Guild Masters can equally distribute guild funds to guild members by using reward delivery function once a week.
    Each rewards are sent to per account via Parcel Post, so you cannot receive multiple rewards by having several alts in guild.
    Guild Banks are restricted with the Guild System Revamp, and all items that were in Guild Bank will be moved to temporary Bank.
    You may “withdraw”, but cannot “store”
    (TN: literally “Store New”, which I’m not sure if you just can’t add new things or you just can’t store anything in there. Probably latter tho. )
    Since this may cause inconvenience to some players, there will be Costume Bank expansion, and there will be Bank Slot expansions from 4 slots to 8 slots. [Related Post]
    Rewards received through Party Rank distribution from Summoned Monsters in Preoccupancy Mission will not take Gold Hunter’s Boost’s Effect.


    Alliance
    Alliance Contents will cease its operation
    Any systems related to Alliance are no longer be available.


    Crusades
    Crusades (Challenger / Cutthroat League) will end its operation with Season 24.
    Instance, Battleground score competition system will end. Later, it will return as a personal ranking with improvements to ranking rewards.
    Sky Castles will be removed with the end of Crusades.
    GvG for Guild Points will end its operation.

    Vanguard Missions
    A new Vanguard missions for different dungeons will have additional rewards on daily basis.
    Mon: Forsaken Island Normal Mode
    Tue: Kalivan’s Dreadnaught Hard Mode
    Wed: Demokron Factory Normal Mode
    Thu: Forsaken Island Normal Mode
    Fri: Kalivan’s Dreadnaught Hard Mode
    Sat: Demokron Factory Normal Mode
    Sun: Demokron Factory Normal Mode


    Bug Fixes
    Skill
    Fixed an awkward issue for some Classes’ Skill toot tips showing abnormal Glyph.
    Fixed an issue where Berserker’s Evasive Smash was available under Sorcerer’s Time Gyre effect. (explanation)
    Fixed an Issue where Sorcerer’s Warp Barrier failed to replenish MP. [this will change again later after the sorc revamp]
    Fixed an Issue where Lancer’s Stand Fast Glyph of Pump’s effect was removed when using Adrenaline Rush
    Fixed an Issue where Brawlers were able to use Rampage as gap closer followed by a skill to cancel it to prevent use of Rage.
    Fixed an issue on Ninja’s Attunement Glyph of Swift being activated when cancelling the skill.


    Battleground
    Fixed an issue where the game client had a chance to crash when entering Kumas Battle Royale.
    Fixed an issue where repeating mount/dismount on siege allowed them to shoot cannons faster.


    Dungeon
    Fixed an issue where charging a skill during the 3rd Boss Mula’s transformation event prevented combat process in Memories of Larknan Castle (Trellum Consurgo)


    Glyph
    Fixed an issue where under certain conditions, switching a preset glyph page caused them the reset.
    Source: essentialmana.com/news/623-629-patch-note/
  • My main wonder now is what the guild quests entail. Can guess, but with (probably) 3 weeks to prepare[1] I'm wondering most about the gather quests and if it's possible to preemptively gather to save time.


    [1] I'm basing this on EME not having good luck with keeping events running through big updates (as they have a habit of breaking) so dropping the guild update on the 20th seems like the earliest time they would
  • SchwerpunktSchwerpunkt ✭✭
    edited September 2016
    Why not? People have been asking for new Guild content since FoA (from what I remember since that's when I began to be active) because Alliance system went down hill with level cap increase, nothing much were adjusted for Alliance.

    No one is forcing you to join guild to do anything, you're only missing out very few stat boosts that makes no difference in general gameplay. How much of a difference does 5 power, 5 crit, 5 endurance, 5 crit reisist even do? That's like having Heaven's Elixir-- you don't need it to clear hard dungeon or win in BG.
    Endurance II etchings are 15k on MT right now, Power II etchings are 30k.

    People spend a ton of time, gold, and money not only getting etchings, but also the best rolls and sometimes even 3% masterwork on their gear. It obviously makes a difference if the economy is being driven by people wanting marginally better gear than what they have. So yes, it will make a difference.

    I want new guild content. We can have that in the form of GvGs. We don't also need buffs that are exclusionary and give guild members more of an edge over solo players (since they already have the edge of being in a guild).

    Alliance, for the most part, was fine. You know what was wrong with it? It was all confined to those new maps. You could work your [filtered] off for Exarch, Commander, or Echelon, but none of that mattered outside of alliance territory. If you toned down the buffs (Assault Commander aura is OP as [filtered]) and applied them everywhere, more people would be doing alliance right now.
  • MagraalMagraal ✭✭✭
    edited September 2016
    I don't have an issue with having to work for guild bank access, what I take issue with is that, by the sounds of it, you need to absolutely work your butt off to get it, due to the 10 point per tab cost.

    Gaalrak wrote: »
    I'd like to see them expand and make changes to the guild permissions. Nobody but the guild leader can kick people, change the permissions, change ranks, and bank access is "All or nothing". This current setup doesn't leave very much difference between multiple guild ranks, which is strange given the amount of custom ranks you can have made.

    If BHS gives us this massive guild revamp and the issues raised by Gaalrak aren't fixed....that's really going to make everyone ask "what was the point?"
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