[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
Game Suggestions in full detail
Before I start, I just wanted to say thanks to a lot of ppl helping me asking many players for survey. I know below many suggestions may not be realistic, or may not even be in En Masse's power to do so, but a lot of them does, and at least feedback to Blue Studio would be nice if the devs actually cared. This game is still running decently with decent population (I believe) If only we make it better, a lot more money for u En Masse & a lot more fun for us players community. I put in detail points below in patch note style so everyone would understand. Let me know if any of u liked any of the suggestions below & feel free to discuss.
[APPEARANCE & COSTUMES]
-a Backslot costume that wears "nothing" to show its back. (too many I survey wanted it)
-add a purchasable invisible potion that last 5mins, wearsoff when enter combat, mombs cannot see the invisible character but player can still the name & guild tag & they can still attack u.
-shape changer : [filtered]/booty/hip size that matches with thigh change. (too many I survey wanted it)
-shape changer: muscle/slim/fit that matches with thigh/hip change. (too many I survey wanted it)
-Add a new shape changer: temporary turn into baby form of itself for 5 mins, wearoff when enter combat.
-face appearance: add more "beard" face choice for human/elf/castanic male characters.
-Add "bold head" hair choice in character making screen for male.
-Add a costume that works like fiery wings that grows flames.
-Make Sweet Hat (Witch hat) re-available either from Velika quest or Tera store. (too many I survey wanted it)
-Add more costume that looks like wizard or witches robes.
-Add a rugged looking wizard robe, normal, dirty, just like traditional robe, simple design. (Like Gandalf wearing)
-Add a wizard hat that matches with wizard robe.
-Make a "Robocop" looking armor costume.
-Make a Robot Helmet that matches Robocop costume.
-Make a new ninja costume that actually looks like a real ninja. A traditional looking ninja clothing.
-Create a new "Uniform" like costume that is purchasable from Castle or Fortress NPC shops only either by gold or fashion coupons or federation bills. The uniform can design look like HYDRA but in cadat style, point being is this costume can be purchase easily or a lot cheaper, so a guild can have all members wear the same uniform when go out GvG or hunting or Sieges. Something that allows guild members to look more uniformed. Costumes in TERA shop are not that cheap, some are not accessible to player who cant afford to buy EMP. And the ones sold in auction hose are either rare or too expansive.
-Make a japanese style Kimono costume, there's korean style ones but no long dress kimono styles. Can be sexy too. A bit similar to the "Dojo" outfit for females but longer dress.
-Make the "DarkVadar" outfit, complete head to toe.
-Make the "Stormtrooper" outfit, complete head to toe.
[WEAPON SKINS]
-Brawler/Priest/Mystic/Ninja/Sorcerer: Add a "nothing" empty shell weapon skin so looks like they are fighting with no weapons.
-Brawlers: Add a regular looking "Red boxing gloves" skin, or kitchen wear cooking glove skin.
-Gunners: Add a ancient "cannon" looking gun skin. Add a "Vaccum-cleaning machine" looking gun skin. Add a "Ghostbuster's backpack laser gun" skin.
-Archer: Add a tri-bow or flat bow skin.
-Priest: Add a toilet-bowl-pump looking staff skin. Add a "shining Light" effect skin, which when holding, looks like the staff is shining bright lights coming out from the staff.
-Reaper: Add a "blood" dropping effect skin, which looks like when swinging, blood spats everywhere.
-Ninja: Add the same Shadowlust style skin but with different colors, and even when not holding, it'll spins at the back.
-Mystic: Add a "dagger" looking skin, or "Almost invisible air" looking skin, or a "Frying Pan" skin.
-Sorcerer: Add a "Pizza" or "Pancake" looking disc skin. Also try to add a "Doll" looking disc skin & add animation of the Doll moving/dancing/etc.
-Warrior: change the plasma skin to StarWar like duels.
-Slayer: Add a Long sword skin, Caliber sword skin, change the plasma skin to a thinner StarWars version.
-Berserker: Add a huge Hammer as skin, or an Long Axe that is much wider, much longer, much bigger. Emphasis on bigger size.
-Lancer: Add a 2nd "Alternative" skin that instead of a lance, looks like holding a long sword, but give a Gold color instead of Silver. Add a "fishing Pole" as lance & Fish basket as Shield skin.
[Mounts]
-Add a flying dragon that looks like Crimson.
-Add a machinery looking flying mount, resembles EX-TRI mechanics.
-Add a Flying-Wings (Acted as a mount) but attached to character's back, so looks like characters are flying themselves.
-Add a Cape (Act as a flying mount) but attached to character's back, so looks like characters flying themselves.
-Add a "Yellow Cloud" as a flying mount, characters "sits"/"stands" on it while flying. Just like the one Son Goku rides.
-Add a "Plane"/"Jet" flying mount, (I mean we have sports cars, its only fair to see a jet)
-Add a Cow, Turkey, Elephant ground mounts.
[GAME STRUCTURE]
-Change XP system so it can LOSE XP when death, its possible to de-level back to lv10.
-increase single party limit from 5 to 7 members.
-increase raid party limit to 7 parties, total of 49 members.
-Change the Raid party list bars smaller to fit in only member names with red HP bar behind it, no MP bars needed. Save viewing space.
-Change the buff icons a lot smaller the option menu allows. Many more buffs wil last only 15 seconds, the major party 15mins buffs nobody care to see it as it wil be part of their routine rotations, if any member missed it they can still see from their own buff bar. But save more space for viewing screen while lookin at party member's HP & MP bar is more important than checking their buffs.
-Add a 3rd row for extended keybinds in HUD as optional which can switch on/off in Options menu.
-Outlawed characters with infamy can no longer access to any towns' bank or guild banks or any stores & merchants. Now town guard would attack any outlawed characters within the range of them. Town guard NPC now have levels representing the town's region's average mobs' level. (For instance, in cresentia, the average mobs levels around that area is around lv20-25, then cresentia's town guard should be level 25). However, town guards dont have much skills just default attacks but with a much triple the HP, at same level town guards with same level infamy character, the character is possible to kill off the town guards to walk into town. However, bank/merchant/store NPC would deny access to them still. When a town guard kills a outlawed character with infamy, it drastically lower the infamy a lot more than if the character work it off from killing mobs. But crystal can still break.
-Allow all maps/area/zone to allow flying zone, except instance dungeons or arenas.
-Add extra "Chains skills" menu, just like Glphy has 5 customized settings, make Chain skill settings with 5 customized settings as well. So each glphy setting can match with its Chain skins. (usable for player to customized how they play PVE-solo, PVE-Party, PVP-Solo, PVP-Party..etc)
-Change the open map World Boss to much much difficult to kill, requires at least 1 party or 2 to kill. Grant some better drops.
[NEW ITEM & EXISTING ITEM]
-Grant a craftable Crafter's cure potion & recipes available in game, but only as a drop from hardmode dungeons.
-Create a new "Blessed Safe Heaven Teleport Scroll", which allows to instantly teleport back to town or the nearest safe zone. Cooldown is 30mins. Tradable, can obtain thru crafting, require alchemy artisan skills 650. Requires 50 regular Town scrolls + a dropped material from a fortress dungeon boss.
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[NEW RACE]
-Add new race looks like Groot, or that tall size male NPC (Rondo) in highwatch, or a "spirit/ghost" looking race.
-Add a new Dark Elin race, since KTERA loves elins that much, with the reaper story, it only make sense to see a new elin race born within elins, but its dark elins. Their body size bigger taller or all textures some similar but would be more grown up & evil looking. (At least we dont feel like a [filtered] playing an elin anymore with this dark elin.)
[NEW CLASS]
-2 new class for party buffer, call MONK or WIZARD/WITCH who give party buffs & debuffs at least 7-10 buff/debuff skills, buffs last for 10 mins, but priest/mystic has a skill to extent to 15mins & requires one of them are within the same party/raid party. Point of creating these 2 buffer class is to extend the fight a little longer to make player see mechanics or enjoy the fight a little longer instead of 2-3 shots death due to gear imbalanced. While with the offensive buffs 1-2 shots crit is still possible, but with defensive buffs, it will drastically lower the chance to at least 3-4 shots. Given players a bit more tolerance, make the battle last longer, more fun to everybody.
-MONK uses a long stick as weapon, have few healing skills but sacrifice self HP to heal others, also have temporary no damage defense skills but sacrifice self HP for party. When Monk's HP gets lower than 50% he cannot use any other heal skills until his HP is back above 80%. Monk also gives defensive buffs that will lower crit damage by a huge margin, however, it will keep draining Monk's HP, same effect as other monk skills, once monk's HP lower than 50%, all buffs or skills are cancelled. Monk also gets a stone skin alike skill, but when skill is used, all buffs are cancelled. Monk has another skills that can only be activate when HP is lower than 50%, a skill allows Monk to cast self rez when HP is lower than 50% but cooldown is 15min, also another passive skill activates after HP drops below 50%, it will raise HP in an interval of 5% each tick, of total HP, duration is 80% of total HP, or when HP is above 80% it will stop. Another Monk skill is "Soul sacrifice", no matter what HP monk is in, he can cast the skill onto a dead party member and resurrect that member, after member is resurrected the member is with full HP/MP/Stamina & previous buffs (renewed), the monk dies, during that state, if the monk previously had Self-res buff on, he can rez himself back up with full HP, or if not, he gain a self-rez with 50% HP & no MP back, cooldown is 50sec. Monk's ultimate attacking skill requires the target HP% to be within +/-5% same as the Monk's HP%, can only cast when target is in front of him 3m, once target & Monk's HP is same or close within 5%, Monk can cast his ultimate attack skill that will drain 80% of target's remaining HP onto Monk himself. For example, if Monk's HP is at 100% cast skill onto a target with 100%, Monk HP will gain more extra HP while target lose80% which left 20% HP left. Or if Monk's HP is at 60% & skill used on target with 80% HP left, Monk will get filled up HP with 60% of target's current HP, leaving target with around 10% HP left. The base HP amount for Monk is the highest amongst all class, if a lancer or a tank gets 100k HP with gears setup, a monk total HP would be 120k. Monk's wears Cloth gears & its stats would focus on rollable HP gain stats. Monk's HP bar is heavily focus. Available in all race & genders.
-WIZARD uses a Wand as weapon, dont have direct healing skills, but have HP steals skills for party buff, and reflect damage skills. Wizard's attacking skills are DOT skills & HP stealing/transfer skills. It casts reflective damage to itself, when receive damage, it activates another HP stealing skills that can cast onto the target. For instance, Wizard casts reflect damage on himself, when a mob hits him, 50% damage are reflected back to attacker, while a skill will allow wizard to cast HP steals another 25% from the same mob after they attacks. Wizard has another skill for HP transfer, click to select a target & transfer its HP to another target, if the target HP's full, it will turn into MP back to caster himself. Wizard main party purpose is buffs & debuffs & Crowd control skills, but very strong buffs, which make them favorable in party, their party buffs makes dps class almost 1.5-2 times more DPS without crits, with crits it can max around 4 times of highest damage. Wizard buffs are very strong, however, each buff skills costs almost 50% of its entire MP bar, and the duration of each buffs last very short time period, such 10sec - 15sec short quick buffs, so meaning Wizard have to choose which buffs to use depend on situation, cannot use all buff skills, relys on mystic or priest to gain MP back, enchanter also has a MP steal skills but cooldown is 35sec. Wizard's MP bar is heavily focus. Available in all race & genders.
[CHANGES FOR CLASS & SKILLS]
-BRAWLER class make available to Human & Amani male & female as well. Nerf the self heal from burning 40% rage to heal 40% HP to 50% rage to 25% HP. But make the default punch able to gain 5 rage by default without needing glphy.
brawler is set as offensive tanks, but in certain dungeons a lancer would be more favorably with boss/minions mechanics. But in certain mechanics Brawlers are more favorable. In a big raid size party, Lancer would always be the most favorable.
-REAPER available to amani & castanic male or female. Show whats inherit chain skills & delete some auto-space chains. Add a new skill that has pulling effect, pulls targets in front 12m to itself 3m. Targets pulled are briefly immobilized.
-GUNNER available to all race & gender except popori & elin. (Only make sense the tiny toons cannot lift up a big cannon like gun, the size of weapon is bigger than themselves) Nerf Will Power gain slower. Nerf the ultimate strongest skill to cast slower & has a chance to be knockdown during casting. But make gunner's skill range further, default is 21m, make it 24m. Gets a new skill to drop a huge bomb in front 18m, but when bomb hits the ground, all surrounding targets will briefly stun & get pushed 8m back. If multiple targets within bomb explodes, targets will scatter around depending how they face directions of the bomb. Cooldown is 35sec, cast time is 2.5sec. Cannot glphy CD/CT.
-NINJA available to human/castanic/popori/high-elf & male/female. Nerf the base endurance down a bit as cloth users should have lot less defense, comparable to sorcerer/priest/mystic. Change the iframe skills to take half damage while casting, increase base attack speed. Make Ninja more vulnerable to stun/periodic damage.
-LANCER gets stronger defensive tanking skills, and also give a stone skin like skill that last 15 seconds, while immobilized it will reflect 15% damage back to attackers, Range attacks are not reflected. Nerf attacking skills, change the stun skill to only be used when HP is not max. Lancer has the highest survival rate compare to all class, but hits the lowest DPS. Simply its very hard to kill a lancer but lancer also very hard to kill anyone. Lancer will be party CC'er favourite in PVE/PVP.
-BERSERKER change wide swing skills to have pulling or pushing effect. Increase effectiveness of all stun skills. Make Berserker one of the best crowd controller or AOE'er.
-PRIEST boost healing DOT skills to bigger circle (40m). Also add a 40m mass rez skill, cooldown 7min with glphy down to 5m30sec. Add a new buff (40m) that will re-heal itself once after hp drops past 30%, after the HP is reheal, the buff disappears. Add another new buff to anyone within 40m that have 1 self rez, cooldown is 25mins. Cast time is 6sec with very long nice animation. Also change the party summon to summon to all regions not just within the same region. Also add another "summon-return" skill works within 40m of all Raid party members, to return to previously toggled location. To use the skill, the priest must first stand at a desire location, right-click to toggle the skill once, the skill button will show as toggled, then go to raid party members within 40m of them & right-click again the toggled skill to return all raid members within 40m to previously toggled location. Also gets a new passive skill, when HP hits below 50%, it'll auto cast a "Bounce Shield Aura" that will stun the attackers is they are melee close range, Range attacks or attackers in range out of 10m will not be affected.
-MYSTIC adds a quicker multi-target of 3 rez (cast time : 1.5sec based on atk spd attribute stats, top cast spd is 0.5sec with gears rollable stats). Add new raid buffs for anyone within 40m, Kaia's protection for 15sec, cooldown is 30min, can glphy down to 20min, cast time is 2.5 sec with big long animation so everyone can see it. Kaia's protection works same as the one u get from Kaia during the story quest, it gives a hugh hugh attack speed boost & also reduce 90% cooldown on all skills.
-SLAYER gain more base attack speed by default (passive) to speeds up all skills animation, and a self buff to give a 25 sec 60% atk spd but decrease 10 power & 10 endurance. Cooldown is 8min, can glphy down to 5min15sec. Cast time is instant. Change the backstab to only available when hit in combat.
-WARRIOR gain a new toggled party buff skill "Reflectve shield", which when buff is on, reflects 40% of total damage back to target, party members must be within 18m of Warrior to be affected.
-SORCERER change skill "Nova" to blast targets in front 3m & push targets in a straight line to 18m front & creates a blast zone, & pulls all targets within the blast zone to the center point of blast zone & briefly immobilized, very weak base damage but players affected by the skill cannot use evasive skills for 3 sec & movement spd decrease 40% for 7 sec, can glphy to 60%. Skill is chargable to 3 bars, the longer it charge the wider the scope (m) of pulling targets (max 10m). Cooldown is 35sec. Cast time is 2sec. Can glphy to increase casting speed. Cannot push on boss. If skill overcharged, it will cancel with cooldown.
-ARCHER gets a new skill to shoot traps 18m in front which when explode, will chain pull whoever within 8m of the trap, target are stunned briefly & cannot use evasive skills for 6 sec. Cast time is 2.5 sec, cooldown is same as stun trap. Can glphy to cast while moving. Also gets a 2nd new skill (an iFrame skill) to swing its bow wide in front 7m (similar to Gunner's swing hit), when skill use, it quickly jumps user up front 8m & swing its bow hit targets in front in an arc with low damage but stun briefly, press the skill 2nd time to move user back to original position, while skill is used, user only takes half damage, default inherit chain follows by knock kicks. Cooldown is 18sec, cast time instant. the 2nd swing back animation can be cancel by kick skill, meaning it can jump user forward & stays there.
[NEW CONTENT]
-add epic boss for raid required min4 - max7 parties.
-epic boss will guarantee to drop an enchantment scroll, gold, bless enigmatic scrolls, imperator's crafting recipes or mats (or which ever is the top gear at the time). Have a low chance to drop an epic boss ring or earrings or pedant which gives 2 extra roll-able lines.
-Add epic boss that is dungeon access, and also open world map types.
-Open world map Epic boss requires much more player to defeat (like 80-100)
-Dungeon access Epic boss are limited to a full raid party (max 7 parties of 7 members each = 49 players)
-Dungeon epic boss has the highest difficulty in game, each dungeon epic boss are equal as hardmode.
[Fortress & Sieges]
-implement fortress sieges.
-implement craft-able siege weapons like the ones in highwatch (cannons, tanks, airship transports.etc)
-Add couple Fortress in world map open area (on ground) available to be siege, upon sieged succeed, opens a portal to a dungeon underground of that fortress, which each fortress has a unique boss, drop random top tier recipe or mats. Fortress boss requires a raid party, but fortress siege itself dont require minimum party.
-Fortress will return occupied by mobs when no guild owners.
-A guild can only conquer 1 fortress at a time, each time period is 12 hours.
-A fortress owning guild can be challenge by other guilds, when challenge, the owning guild has option to surrender without a fight, or to begin battle right away.
-Fortress walls & doors cannot be break until a guild sign up to challenge it, with or without an owning guild.
-Fortress owning guild has options to post guards or no guards at all, allowing non-guild owning characters to come in.
-All fortress areas are flying zone, however, if there're NPC guard posted by owning guild, they are equavilant to lv65 dungeon boss's minions status, once you are spotted, all guard to come attacks u. Even with top gears its not easy to survive inside alone.
-Killing Fortress guard NPC does not drop anything nor any rewards or XP, its only post as security to attack intruders.
-Each fortress guard are purchasable inside fortress manager NPC, each different guard types has its different status & functions.
-Fortress has similar NPC that give buffs equavilant to guild master's crafting levels, also teleport to certain regions or zones.
-Fortress has NPC sells NPC guard that will auto attack any attackers or characters who attacks fortress door or walls, or will patrol within fortress & attack any characters not tagged with the same owning guild. Meaning non-guild owning characters will be attack in site.
[Guild Halls]
-implement guild halls, which has 15 mins buff click from NPC, the buffs only equivalent to greater charms or onslaught scrolls of the same level as the guild master's crafting skills acquired.
-free teleport back to Guild halls, and free teleport to any post within the regions by either talk to GH manager NPC inside the hall or a badge that looks like travel journal.
-GH also gives discounts (50%) to any merchant shops items that is purchasable by gold within the same region.
-GH gives members a passive skill that give 50% extra gold boost.
-6 Guild halls available in each all 3 regions (velika, alementhia, kaiator) total 18 guild halls. 2x purchasable, 2x raid boss acquire, 2x pvp battleground acquired.
-3 types of guild halls.
-1st can be rent monthly by gold or by hall certificates purchased only thru Tera store, the amount of gold would be enormous, and after each 1st day of month it will reset, guild master level must be at least lv60.
-2nd can be obtain thru guild quest, last part of the quest will be hunting certain raid boss that requires size 20-40 ppl, the raid boss location will be randomly summon in open world (not instance dungeon), the whole tera server will see the announcement, to give a chance for enemy guild to interupt. The raid boss will have a chance (RNG) to drop a guild hall certificate, turn the certificate to NPC to take the hall for a month for free.
-3rd is pure pvp, 2 halls from each region will be assign only for arena champion for 1v1, 3v3, 5v5. Guild that participate in has to win at least 2 methods of the 3 types of arena champion battles, each method will have total of 5 rounds, win 3 out of 5 round to win that arena champion. Participating guild must have members who will fight tagged within the guild, members who registered in battlegrounds cannot detag 30mins before battleground starts til after battleground is finish. Only guild master can register for guild members to fight in any 1v1,3v3,5v5 arena champion.
[SkyCastles]
-have castle determine town's tax rate & merchant price (from 0% to max 33%), any items purchased by any players in that town would crop tax to that castle owning guild funds. Then same funds are use as the existing guild finds function, can distribute, purchase from castle shops etc. Guild halls also have to pay tax to castles tax rates.
-Castle shops now sells all common items that any merchants or specialty store sells at discounted price.
-each castle has a unique boss/BAM, the boss can be release by talking to castle NPC, boss drops a RNG item, could be best inner wear or recipe of top gears. Spawns only every 3 days. Once the boss is release, if players did not kill it, it will stay there with same HP left & killing anyone in the castle until the boss is killed. The boss will be 3 levels higher than top levels of the time.
-Only Guild master can talk to castle NPC to release castle boss. Once boss is kill, have to wait 3 days before the next one available. So if a guild consistently kill castle boss for the duration of holding the castle, a guild can get boss drops for approx 9-10 times for that month.
-Castle owning guild members granted a temporary flying mount for the time being during owning the castle. The flying mount replenish HP & MP & Stamina while riding. has 290 riding & flying speed.
[Guild system]
-Adds a system chat or screen announcement to guild masters or ranks which the guild master sets to allow receive system announcement for guild member's activity. Such as member's leveled up, members been killed by monster or players. A new rank setting will allow guild master to setup for which ranks can receive this message as option.
-Adds a new "comment" column right next to introduction in guild member list, for guild master or appointed ranked officers to leave remarks on a member's name.
-Adds a "Chart" / "graph" for guild master to see member's growth. As well as guild bank's fund growth.
-Adds a "blacklist" or "banned list" for characters names, names does not change when user use name change.
-Bring back the guild badges quests, but instead of skill levels or points, this only gives guild funds, hunting various mobs for guild quest which each quest available once every 12 hours. And like dailies quest, each members can only pick no more than 10 guild quest to do. The guild quest allows ranging mobs in various levels, as well as dungeons minions, again its MINIONS, not boss. This way it will make parties wanting to wipe the entire dungeon for some reward instead of skipping the minions. Gives purpose for minions.
[ALLIANCE SYSTEM]
-Bring back the alliance system, only this time instead of making a guild to choose either of the 2 sides, allow guild to make alliance with their choosing guilds, up to 6 guilds can be allied together.
-All allied guild will have that extra 32x64 tag right next to their guild emblem. That extra part is also customizable.
-Guild members within the same alliance can still PK each other, however, Guilds within the Alliance cannot send guild wars to each other.
-Alliance members has a new chat - Alliance chat. (Whatever color available)
-Alliance can sent alliance war to other alliance, but must be agreed by all 6 guild masters.
-Any guild master with guild level 30 or higher can create alliance, requires at least 1 more guild masters online within party to do so. Similar to how to create a guild.
-The one creates the alliance are alliance leader. But alliance leader have no special unique skills nor any extra functions to set. When initiating Alliance war, all Guild masters within the alliance must click to agree before alliance war can start.
-Alliance guild who owns a castle/fortress/guild halls does not mean other guilds within the alliance can access the castle/fortress/guild hall.
[GVG]
-ALL towns & dungeon entrance portal area are NOT safe zone anymore for GVG (even for Velika), except for Guild Halls & Castles & Inside Instance dungeons. But for non-guild war characters towns & portals are still safe zone.
-implement a gvg system that detects if a member is kept getting kill in frequent manner in short period (same character been killed 5 times in a roll within 5 minutes), announce in guild chat & on screen. Help prevent spies or foul play.
-creates a chart of column of info for each player kills with names of character they killed. Name does not change when character change names.
-Create another GVG ranking system that collect kill counts by guilds.
[APPEARANCE & COSTUMES]
-a Backslot costume that wears "nothing" to show its back. (too many I survey wanted it)
-add a purchasable invisible potion that last 5mins, wearsoff when enter combat, mombs cannot see the invisible character but player can still the name & guild tag & they can still attack u.
-shape changer : [filtered]/booty/hip size that matches with thigh change. (too many I survey wanted it)
-shape changer: muscle/slim/fit that matches with thigh/hip change. (too many I survey wanted it)
-Add a new shape changer: temporary turn into baby form of itself for 5 mins, wearoff when enter combat.
-face appearance: add more "beard" face choice for human/elf/castanic male characters.
-Add "bold head" hair choice in character making screen for male.
-Add a costume that works like fiery wings that grows flames.
-Make Sweet Hat (Witch hat) re-available either from Velika quest or Tera store. (too many I survey wanted it)
-Add more costume that looks like wizard or witches robes.
-Add a rugged looking wizard robe, normal, dirty, just like traditional robe, simple design. (Like Gandalf wearing)
-Add a wizard hat that matches with wizard robe.
-Make a "Robocop" looking armor costume.
-Make a Robot Helmet that matches Robocop costume.
-Make a new ninja costume that actually looks like a real ninja. A traditional looking ninja clothing.
-Create a new "Uniform" like costume that is purchasable from Castle or Fortress NPC shops only either by gold or fashion coupons or federation bills. The uniform can design look like HYDRA but in cadat style, point being is this costume can be purchase easily or a lot cheaper, so a guild can have all members wear the same uniform when go out GvG or hunting or Sieges. Something that allows guild members to look more uniformed. Costumes in TERA shop are not that cheap, some are not accessible to player who cant afford to buy EMP. And the ones sold in auction hose are either rare or too expansive.
-Make a japanese style Kimono costume, there's korean style ones but no long dress kimono styles. Can be sexy too. A bit similar to the "Dojo" outfit for females but longer dress.
-Make the "DarkVadar" outfit, complete head to toe.
-Make the "Stormtrooper" outfit, complete head to toe.
[WEAPON SKINS]
-Brawler/Priest/Mystic/Ninja/Sorcerer: Add a "nothing" empty shell weapon skin so looks like they are fighting with no weapons.
-Brawlers: Add a regular looking "Red boxing gloves" skin, or kitchen wear cooking glove skin.
-Gunners: Add a ancient "cannon" looking gun skin. Add a "Vaccum-cleaning machine" looking gun skin. Add a "Ghostbuster's backpack laser gun" skin.
-Archer: Add a tri-bow or flat bow skin.
-Priest: Add a toilet-bowl-pump looking staff skin. Add a "shining Light" effect skin, which when holding, looks like the staff is shining bright lights coming out from the staff.
-Reaper: Add a "blood" dropping effect skin, which looks like when swinging, blood spats everywhere.
-Ninja: Add the same Shadowlust style skin but with different colors, and even when not holding, it'll spins at the back.
-Mystic: Add a "dagger" looking skin, or "Almost invisible air" looking skin, or a "Frying Pan" skin.
-Sorcerer: Add a "Pizza" or "Pancake" looking disc skin. Also try to add a "Doll" looking disc skin & add animation of the Doll moving/dancing/etc.
-Warrior: change the plasma skin to StarWar like duels.
-Slayer: Add a Long sword skin, Caliber sword skin, change the plasma skin to a thinner StarWars version.
-Berserker: Add a huge Hammer as skin, or an Long Axe that is much wider, much longer, much bigger. Emphasis on bigger size.
-Lancer: Add a 2nd "Alternative" skin that instead of a lance, looks like holding a long sword, but give a Gold color instead of Silver. Add a "fishing Pole" as lance & Fish basket as Shield skin.
[Mounts]
-Add a flying dragon that looks like Crimson.
-Add a machinery looking flying mount, resembles EX-TRI mechanics.
-Add a Flying-Wings (Acted as a mount) but attached to character's back, so looks like characters are flying themselves.
-Add a Cape (Act as a flying mount) but attached to character's back, so looks like characters flying themselves.
-Add a "Yellow Cloud" as a flying mount, characters "sits"/"stands" on it while flying. Just like the one Son Goku rides.
-Add a "Plane"/"Jet" flying mount, (I mean we have sports cars, its only fair to see a jet)
-Add a Cow, Turkey, Elephant ground mounts.
[GAME STRUCTURE]
-Change XP system so it can LOSE XP when death, its possible to de-level back to lv10.
-increase single party limit from 5 to 7 members.
-increase raid party limit to 7 parties, total of 49 members.
-Change the Raid party list bars smaller to fit in only member names with red HP bar behind it, no MP bars needed. Save viewing space.
-Change the buff icons a lot smaller the option menu allows. Many more buffs wil last only 15 seconds, the major party 15mins buffs nobody care to see it as it wil be part of their routine rotations, if any member missed it they can still see from their own buff bar. But save more space for viewing screen while lookin at party member's HP & MP bar is more important than checking their buffs.
-Add a 3rd row for extended keybinds in HUD as optional which can switch on/off in Options menu.
-Outlawed characters with infamy can no longer access to any towns' bank or guild banks or any stores & merchants. Now town guard would attack any outlawed characters within the range of them. Town guard NPC now have levels representing the town's region's average mobs' level. (For instance, in cresentia, the average mobs levels around that area is around lv20-25, then cresentia's town guard should be level 25). However, town guards dont have much skills just default attacks but with a much triple the HP, at same level town guards with same level infamy character, the character is possible to kill off the town guards to walk into town. However, bank/merchant/store NPC would deny access to them still. When a town guard kills a outlawed character with infamy, it drastically lower the infamy a lot more than if the character work it off from killing mobs. But crystal can still break.
-Allow all maps/area/zone to allow flying zone, except instance dungeons or arenas.
-Add extra "Chains skills" menu, just like Glphy has 5 customized settings, make Chain skill settings with 5 customized settings as well. So each glphy setting can match with its Chain skins. (usable for player to customized how they play PVE-solo, PVE-Party, PVP-Solo, PVP-Party..etc)
-Change the open map World Boss to much much difficult to kill, requires at least 1 party or 2 to kill. Grant some better drops.
[NEW ITEM & EXISTING ITEM]
-Grant a craftable Crafter's cure potion & recipes available in game, but only as a drop from hardmode dungeons.
-Create a new "Blessed Safe Heaven Teleport Scroll", which allows to instantly teleport back to town or the nearest safe zone. Cooldown is 30mins. Tradable, can obtain thru crafting, require alchemy artisan skills 650. Requires 50 regular Town scrolls + a dropped material from a fortress dungeon boss.
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[NEW RACE]
-Add new race looks like Groot, or that tall size male NPC (Rondo) in highwatch, or a "spirit/ghost" looking race.
-Add a new Dark Elin race, since KTERA loves elins that much, with the reaper story, it only make sense to see a new elin race born within elins, but its dark elins. Their body size bigger taller or all textures some similar but would be more grown up & evil looking. (At least we dont feel like a [filtered] playing an elin anymore with this dark elin.)
[NEW CLASS]
-2 new class for party buffer, call MONK or WIZARD/WITCH who give party buffs & debuffs at least 7-10 buff/debuff skills, buffs last for 10 mins, but priest/mystic has a skill to extent to 15mins & requires one of them are within the same party/raid party. Point of creating these 2 buffer class is to extend the fight a little longer to make player see mechanics or enjoy the fight a little longer instead of 2-3 shots death due to gear imbalanced. While with the offensive buffs 1-2 shots crit is still possible, but with defensive buffs, it will drastically lower the chance to at least 3-4 shots. Given players a bit more tolerance, make the battle last longer, more fun to everybody.
-MONK uses a long stick as weapon, have few healing skills but sacrifice self HP to heal others, also have temporary no damage defense skills but sacrifice self HP for party. When Monk's HP gets lower than 50% he cannot use any other heal skills until his HP is back above 80%. Monk also gives defensive buffs that will lower crit damage by a huge margin, however, it will keep draining Monk's HP, same effect as other monk skills, once monk's HP lower than 50%, all buffs or skills are cancelled. Monk also gets a stone skin alike skill, but when skill is used, all buffs are cancelled. Monk has another skills that can only be activate when HP is lower than 50%, a skill allows Monk to cast self rez when HP is lower than 50% but cooldown is 15min, also another passive skill activates after HP drops below 50%, it will raise HP in an interval of 5% each tick, of total HP, duration is 80% of total HP, or when HP is above 80% it will stop. Another Monk skill is "Soul sacrifice", no matter what HP monk is in, he can cast the skill onto a dead party member and resurrect that member, after member is resurrected the member is with full HP/MP/Stamina & previous buffs (renewed), the monk dies, during that state, if the monk previously had Self-res buff on, he can rez himself back up with full HP, or if not, he gain a self-rez with 50% HP & no MP back, cooldown is 50sec. Monk's ultimate attacking skill requires the target HP% to be within +/-5% same as the Monk's HP%, can only cast when target is in front of him 3m, once target & Monk's HP is same or close within 5%, Monk can cast his ultimate attack skill that will drain 80% of target's remaining HP onto Monk himself. For example, if Monk's HP is at 100% cast skill onto a target with 100%, Monk HP will gain more extra HP while target lose80% which left 20% HP left. Or if Monk's HP is at 60% & skill used on target with 80% HP left, Monk will get filled up HP with 60% of target's current HP, leaving target with around 10% HP left. The base HP amount for Monk is the highest amongst all class, if a lancer or a tank gets 100k HP with gears setup, a monk total HP would be 120k. Monk's wears Cloth gears & its stats would focus on rollable HP gain stats. Monk's HP bar is heavily focus. Available in all race & genders.
-WIZARD uses a Wand as weapon, dont have direct healing skills, but have HP steals skills for party buff, and reflect damage skills. Wizard's attacking skills are DOT skills & HP stealing/transfer skills. It casts reflective damage to itself, when receive damage, it activates another HP stealing skills that can cast onto the target. For instance, Wizard casts reflect damage on himself, when a mob hits him, 50% damage are reflected back to attacker, while a skill will allow wizard to cast HP steals another 25% from the same mob after they attacks. Wizard has another skill for HP transfer, click to select a target & transfer its HP to another target, if the target HP's full, it will turn into MP back to caster himself. Wizard main party purpose is buffs & debuffs & Crowd control skills, but very strong buffs, which make them favorable in party, their party buffs makes dps class almost 1.5-2 times more DPS without crits, with crits it can max around 4 times of highest damage. Wizard buffs are very strong, however, each buff skills costs almost 50% of its entire MP bar, and the duration of each buffs last very short time period, such 10sec - 15sec short quick buffs, so meaning Wizard have to choose which buffs to use depend on situation, cannot use all buff skills, relys on mystic or priest to gain MP back, enchanter also has a MP steal skills but cooldown is 35sec. Wizard's MP bar is heavily focus. Available in all race & genders.
[CHANGES FOR CLASS & SKILLS]
-BRAWLER class make available to Human & Amani male & female as well. Nerf the self heal from burning 40% rage to heal 40% HP to 50% rage to 25% HP. But make the default punch able to gain 5 rage by default without needing glphy.
brawler is set as offensive tanks, but in certain dungeons a lancer would be more favorably with boss/minions mechanics. But in certain mechanics Brawlers are more favorable. In a big raid size party, Lancer would always be the most favorable.
-REAPER available to amani & castanic male or female. Show whats inherit chain skills & delete some auto-space chains. Add a new skill that has pulling effect, pulls targets in front 12m to itself 3m. Targets pulled are briefly immobilized.
-GUNNER available to all race & gender except popori & elin. (Only make sense the tiny toons cannot lift up a big cannon like gun, the size of weapon is bigger than themselves) Nerf Will Power gain slower. Nerf the ultimate strongest skill to cast slower & has a chance to be knockdown during casting. But make gunner's skill range further, default is 21m, make it 24m. Gets a new skill to drop a huge bomb in front 18m, but when bomb hits the ground, all surrounding targets will briefly stun & get pushed 8m back. If multiple targets within bomb explodes, targets will scatter around depending how they face directions of the bomb. Cooldown is 35sec, cast time is 2.5sec. Cannot glphy CD/CT.
-NINJA available to human/castanic/popori/high-elf & male/female. Nerf the base endurance down a bit as cloth users should have lot less defense, comparable to sorcerer/priest/mystic. Change the iframe skills to take half damage while casting, increase base attack speed. Make Ninja more vulnerable to stun/periodic damage.
-LANCER gets stronger defensive tanking skills, and also give a stone skin like skill that last 15 seconds, while immobilized it will reflect 15% damage back to attackers, Range attacks are not reflected. Nerf attacking skills, change the stun skill to only be used when HP is not max. Lancer has the highest survival rate compare to all class, but hits the lowest DPS. Simply its very hard to kill a lancer but lancer also very hard to kill anyone. Lancer will be party CC'er favourite in PVE/PVP.
-BERSERKER change wide swing skills to have pulling or pushing effect. Increase effectiveness of all stun skills. Make Berserker one of the best crowd controller or AOE'er.
-PRIEST boost healing DOT skills to bigger circle (40m). Also add a 40m mass rez skill, cooldown 7min with glphy down to 5m30sec. Add a new buff (40m) that will re-heal itself once after hp drops past 30%, after the HP is reheal, the buff disappears. Add another new buff to anyone within 40m that have 1 self rez, cooldown is 25mins. Cast time is 6sec with very long nice animation. Also change the party summon to summon to all regions not just within the same region. Also add another "summon-return" skill works within 40m of all Raid party members, to return to previously toggled location. To use the skill, the priest must first stand at a desire location, right-click to toggle the skill once, the skill button will show as toggled, then go to raid party members within 40m of them & right-click again the toggled skill to return all raid members within 40m to previously toggled location. Also gets a new passive skill, when HP hits below 50%, it'll auto cast a "Bounce Shield Aura" that will stun the attackers is they are melee close range, Range attacks or attackers in range out of 10m will not be affected.
-MYSTIC adds a quicker multi-target of 3 rez (cast time : 1.5sec based on atk spd attribute stats, top cast spd is 0.5sec with gears rollable stats). Add new raid buffs for anyone within 40m, Kaia's protection for 15sec, cooldown is 30min, can glphy down to 20min, cast time is 2.5 sec with big long animation so everyone can see it. Kaia's protection works same as the one u get from Kaia during the story quest, it gives a hugh hugh attack speed boost & also reduce 90% cooldown on all skills.
-SLAYER gain more base attack speed by default (passive) to speeds up all skills animation, and a self buff to give a 25 sec 60% atk spd but decrease 10 power & 10 endurance. Cooldown is 8min, can glphy down to 5min15sec. Cast time is instant. Change the backstab to only available when hit in combat.
-WARRIOR gain a new toggled party buff skill "Reflectve shield", which when buff is on, reflects 40% of total damage back to target, party members must be within 18m of Warrior to be affected.
-SORCERER change skill "Nova" to blast targets in front 3m & push targets in a straight line to 18m front & creates a blast zone, & pulls all targets within the blast zone to the center point of blast zone & briefly immobilized, very weak base damage but players affected by the skill cannot use evasive skills for 3 sec & movement spd decrease 40% for 7 sec, can glphy to 60%. Skill is chargable to 3 bars, the longer it charge the wider the scope (m) of pulling targets (max 10m). Cooldown is 35sec. Cast time is 2sec. Can glphy to increase casting speed. Cannot push on boss. If skill overcharged, it will cancel with cooldown.
-ARCHER gets a new skill to shoot traps 18m in front which when explode, will chain pull whoever within 8m of the trap, target are stunned briefly & cannot use evasive skills for 6 sec. Cast time is 2.5 sec, cooldown is same as stun trap. Can glphy to cast while moving. Also gets a 2nd new skill (an iFrame skill) to swing its bow wide in front 7m (similar to Gunner's swing hit), when skill use, it quickly jumps user up front 8m & swing its bow hit targets in front in an arc with low damage but stun briefly, press the skill 2nd time to move user back to original position, while skill is used, user only takes half damage, default inherit chain follows by knock kicks. Cooldown is 18sec, cast time instant. the 2nd swing back animation can be cancel by kick skill, meaning it can jump user forward & stays there.
[NEW CONTENT]
-add epic boss for raid required min4 - max7 parties.
-epic boss will guarantee to drop an enchantment scroll, gold, bless enigmatic scrolls, imperator's crafting recipes or mats (or which ever is the top gear at the time). Have a low chance to drop an epic boss ring or earrings or pedant which gives 2 extra roll-able lines.
-Add epic boss that is dungeon access, and also open world map types.
-Open world map Epic boss requires much more player to defeat (like 80-100)
-Dungeon access Epic boss are limited to a full raid party (max 7 parties of 7 members each = 49 players)
-Dungeon epic boss has the highest difficulty in game, each dungeon epic boss are equal as hardmode.
[Fortress & Sieges]
-implement fortress sieges.
-implement craft-able siege weapons like the ones in highwatch (cannons, tanks, airship transports.etc)
-Add couple Fortress in world map open area (on ground) available to be siege, upon sieged succeed, opens a portal to a dungeon underground of that fortress, which each fortress has a unique boss, drop random top tier recipe or mats. Fortress boss requires a raid party, but fortress siege itself dont require minimum party.
-Fortress will return occupied by mobs when no guild owners.
-A guild can only conquer 1 fortress at a time, each time period is 12 hours.
-A fortress owning guild can be challenge by other guilds, when challenge, the owning guild has option to surrender without a fight, or to begin battle right away.
-Fortress walls & doors cannot be break until a guild sign up to challenge it, with or without an owning guild.
-Fortress owning guild has options to post guards or no guards at all, allowing non-guild owning characters to come in.
-All fortress areas are flying zone, however, if there're NPC guard posted by owning guild, they are equavilant to lv65 dungeon boss's minions status, once you are spotted, all guard to come attacks u. Even with top gears its not easy to survive inside alone.
-Killing Fortress guard NPC does not drop anything nor any rewards or XP, its only post as security to attack intruders.
-Each fortress guard are purchasable inside fortress manager NPC, each different guard types has its different status & functions.
-Fortress has similar NPC that give buffs equavilant to guild master's crafting levels, also teleport to certain regions or zones.
-Fortress has NPC sells NPC guard that will auto attack any attackers or characters who attacks fortress door or walls, or will patrol within fortress & attack any characters not tagged with the same owning guild. Meaning non-guild owning characters will be attack in site.
[Guild Halls]
-implement guild halls, which has 15 mins buff click from NPC, the buffs only equivalent to greater charms or onslaught scrolls of the same level as the guild master's crafting skills acquired.
-free teleport back to Guild halls, and free teleport to any post within the regions by either talk to GH manager NPC inside the hall or a badge that looks like travel journal.
-GH also gives discounts (50%) to any merchant shops items that is purchasable by gold within the same region.
-GH gives members a passive skill that give 50% extra gold boost.
-6 Guild halls available in each all 3 regions (velika, alementhia, kaiator) total 18 guild halls. 2x purchasable, 2x raid boss acquire, 2x pvp battleground acquired.
-3 types of guild halls.
-1st can be rent monthly by gold or by hall certificates purchased only thru Tera store, the amount of gold would be enormous, and after each 1st day of month it will reset, guild master level must be at least lv60.
-2nd can be obtain thru guild quest, last part of the quest will be hunting certain raid boss that requires size 20-40 ppl, the raid boss location will be randomly summon in open world (not instance dungeon), the whole tera server will see the announcement, to give a chance for enemy guild to interupt. The raid boss will have a chance (RNG) to drop a guild hall certificate, turn the certificate to NPC to take the hall for a month for free.
-3rd is pure pvp, 2 halls from each region will be assign only for arena champion for 1v1, 3v3, 5v5. Guild that participate in has to win at least 2 methods of the 3 types of arena champion battles, each method will have total of 5 rounds, win 3 out of 5 round to win that arena champion. Participating guild must have members who will fight tagged within the guild, members who registered in battlegrounds cannot detag 30mins before battleground starts til after battleground is finish. Only guild master can register for guild members to fight in any 1v1,3v3,5v5 arena champion.
[SkyCastles]
-have castle determine town's tax rate & merchant price (from 0% to max 33%), any items purchased by any players in that town would crop tax to that castle owning guild funds. Then same funds are use as the existing guild finds function, can distribute, purchase from castle shops etc. Guild halls also have to pay tax to castles tax rates.
-Castle shops now sells all common items that any merchants or specialty store sells at discounted price.
-each castle has a unique boss/BAM, the boss can be release by talking to castle NPC, boss drops a RNG item, could be best inner wear or recipe of top gears. Spawns only every 3 days. Once the boss is release, if players did not kill it, it will stay there with same HP left & killing anyone in the castle until the boss is killed. The boss will be 3 levels higher than top levels of the time.
-Only Guild master can talk to castle NPC to release castle boss. Once boss is kill, have to wait 3 days before the next one available. So if a guild consistently kill castle boss for the duration of holding the castle, a guild can get boss drops for approx 9-10 times for that month.
-Castle owning guild members granted a temporary flying mount for the time being during owning the castle. The flying mount replenish HP & MP & Stamina while riding. has 290 riding & flying speed.
[Guild system]
-Adds a system chat or screen announcement to guild masters or ranks which the guild master sets to allow receive system announcement for guild member's activity. Such as member's leveled up, members been killed by monster or players. A new rank setting will allow guild master to setup for which ranks can receive this message as option.
-Adds a new "comment" column right next to introduction in guild member list, for guild master or appointed ranked officers to leave remarks on a member's name.
-Adds a "Chart" / "graph" for guild master to see member's growth. As well as guild bank's fund growth.
-Adds a "blacklist" or "banned list" for characters names, names does not change when user use name change.
-Bring back the guild badges quests, but instead of skill levels or points, this only gives guild funds, hunting various mobs for guild quest which each quest available once every 12 hours. And like dailies quest, each members can only pick no more than 10 guild quest to do. The guild quest allows ranging mobs in various levels, as well as dungeons minions, again its MINIONS, not boss. This way it will make parties wanting to wipe the entire dungeon for some reward instead of skipping the minions. Gives purpose for minions.
[ALLIANCE SYSTEM]
-Bring back the alliance system, only this time instead of making a guild to choose either of the 2 sides, allow guild to make alliance with their choosing guilds, up to 6 guilds can be allied together.
-All allied guild will have that extra 32x64 tag right next to their guild emblem. That extra part is also customizable.
-Guild members within the same alliance can still PK each other, however, Guilds within the Alliance cannot send guild wars to each other.
-Alliance members has a new chat - Alliance chat. (Whatever color available)
-Alliance can sent alliance war to other alliance, but must be agreed by all 6 guild masters.
-Any guild master with guild level 30 or higher can create alliance, requires at least 1 more guild masters online within party to do so. Similar to how to create a guild.
-The one creates the alliance are alliance leader. But alliance leader have no special unique skills nor any extra functions to set. When initiating Alliance war, all Guild masters within the alliance must click to agree before alliance war can start.
-Alliance guild who owns a castle/fortress/guild halls does not mean other guilds within the alliance can access the castle/fortress/guild hall.
[GVG]
-ALL towns & dungeon entrance portal area are NOT safe zone anymore for GVG (even for Velika), except for Guild Halls & Castles & Inside Instance dungeons. But for non-guild war characters towns & portals are still safe zone.
-implement a gvg system that detects if a member is kept getting kill in frequent manner in short period (same character been killed 5 times in a roll within 5 minutes), announce in guild chat & on screen. Help prevent spies or foul play.
-creates a chart of column of info for each player kills with names of character they killed. Name does not change when character change names.
-Create another GVG ranking system that collect kill counts by guilds.
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Comments
but honestly the one thing i'd like to be done is in "Chain Skills" i'd enjoy being able to chain any skill i want into any other skill instead of tera restricting my chain skills, some of what you suggested are nice but think about how difficult it is to even program these things in, these things take time and lots of time, especially when you finally coded everything and tested to find tons of bugs, just saying that to code things to fit in tera are naturally difficult but they do try.
Having the flying mounts and wings i really enjoy and would LOVE to buy something like that
Alliance was slowly dying and is now dead completely, best they remove dead content and add new ones to fill the gap, in the past Alliance would have so much players doing on a daily basis that it was insane just to see the numbers of people to just log in for alliance, but i prefer the new GvG since its easier , straight forward and simple, no constant grinding to keep your ranks.
For GvG think about lowbies joining guilds to get help, then a GvG goes on against that guild and they just farm lowbies, that's a bad idea to suggest making all towns pvp zone for GvG's, some people in these guids dont even want to fight yet are forced into a GvG at times, so you need to think about people that don't want to do GvG's like for example PvE Guilds or casual guilds, even smaller guilds.
For SkyCastles to determine the town's tax is a horrible idea, almost any guild that wins can just put it on max and the rest of the players cannot change that and just have to deal with it until the next week which is a horrible idea, keeping the tax at 5% is a lot simpler than giving all the power to 1 guild that can do whatever they want if they rule over a town.
Seeing a "Guild Hall" Would be really REALLY nice to see! They could bring back the alliance areas and keep the alliance halls instead of guild halls with the npc buffs etc. which can be linked to civil unrest (Or an area separate from it) where guilds can go to before the battle instead of the small harbor where you're teleported to in the civil unrest area.
This is already in place. If you lost that run on your alt, it means someone went ahead and started combat before you got kicked.
A better suggestion would be to count the run when the first boss encounter starts, and not just any random mob encounter.