Zortalas
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I understand that most of the forums are filled with people upset and enraged at one thing or another. While I can not and will not argue other's justifications of their opinions, I will say that the rate in which constructive feedback appears on these forums are mild compared to the vast majority.
So first and foremost... Thank you EME for a wonderful game that I am sure took a great deal of effort to create. Congratulations on finally localizing the game to the US and EU! As a long time K-Tera player, I love being able to finally read and understand everything in the game!
I love the addition of the Prologue section to the game. This feature gives the player a way to briefly experience what the game would be like at level 20 and is great for trying out new classes! The concept is wonderful, but the implementation was slightly rocky. When you first start the game, you have no real indication as to why you are level 20, where you are, what your abilities do, etc. The tutorial given was a nice addition; however, it left most people I have talked to slightly confused. My suggestion would be to add a small prompt or a chat output that mentioned "Your level has temporarily been raised to 20." A few prompts that told you what some of the abilities do would also be greatly appreciated for new players, rather than hitting the buttons and trying to interpret their usefulness. Lastly, the action bar / hotkey bar is locked. This means I can not add the other abilities I have to it and I can not reorganize the abilities for comfort. The Prologue section is awesome and is something I hope the genre can learn and expand on.
Combat in Tera is exceedingly fun! It can be argued that encounters can be too easy and leveling is too fast, I find myself analyzing the difference between player skill and difficulty level. While a skilled player can swiftly gain levels and accomplish a great deal, there is still an element of pure difficulty which requires the aforementioned skill to be present. This leaves the player with one end result... I feel good for winning! The feeling of accomplishment and excitement produced by your own skill is something I have felt to be lacking in MMO's across the board. With that being said, I do feel that the combat systems in place can be expanded on. Argon invasions of Kaiator, mounted combat, etc. Regardless of what you decide to do, the ground work seems to be stable enough for expansive growth!
Although questing has always felt somewhat dull in Tera, it is very straight forward. Sometimes it is nice to just go out and kill 10 enemies or gather 5 of an essence -- on the other hand, it is always nice to do something new. I have no doubt in my mind that Tera could introduce a new variant of questing, it's just a matter of development time.
As for the features that have yet to come (battlegrounds, Nexus, etc), I saw them first hand on the Korean servers and love them. Your decision to temporarily remove battlegrounds in effort to adjust them for the greater good was something I agree with. Having a limit to how many times you could do a battleground was somewhat disappointing; however, removing that limit will be a welcomed change! I eagerly await more information on these meanwhile I encourage you to take your time. Get it right. Do not let your players, who do not fully understand the process of development, dictate the quality of your work!
Your customer support team is fluid, stable, and enjoyable! Every issue I have had has been resolved promptly and with personality! I love this! The only thing I feel is somewhat needed an in-game GM support team. If there is one, I can not find it. Everything I have seen redirects me to the support section of the website. This can get slightly annoying (although minor) to require you to use the website for in-game needs.
So there you have it! My constructive feedback without comparing Tera to any other game, complaining, or flaming. No game is perfect, I enjoy Tera.
Thank you very much for your time!
So first and foremost... Thank you EME for a wonderful game that I am sure took a great deal of effort to create. Congratulations on finally localizing the game to the US and EU! As a long time K-Tera player, I love being able to finally read and understand everything in the game!
I love the addition of the Prologue section to the game. This feature gives the player a way to briefly experience what the game would be like at level 20 and is great for trying out new classes! The concept is wonderful, but the implementation was slightly rocky. When you first start the game, you have no real indication as to why you are level 20, where you are, what your abilities do, etc. The tutorial given was a nice addition; however, it left most people I have talked to slightly confused. My suggestion would be to add a small prompt or a chat output that mentioned "Your level has temporarily been raised to 20." A few prompts that told you what some of the abilities do would also be greatly appreciated for new players, rather than hitting the buttons and trying to interpret their usefulness. Lastly, the action bar / hotkey bar is locked. This means I can not add the other abilities I have to it and I can not reorganize the abilities for comfort. The Prologue section is awesome and is something I hope the genre can learn and expand on.
Combat in Tera is exceedingly fun! It can be argued that encounters can be too easy and leveling is too fast, I find myself analyzing the difference between player skill and difficulty level. While a skilled player can swiftly gain levels and accomplish a great deal, there is still an element of pure difficulty which requires the aforementioned skill to be present. This leaves the player with one end result... I feel good for winning! The feeling of accomplishment and excitement produced by your own skill is something I have felt to be lacking in MMO's across the board. With that being said, I do feel that the combat systems in place can be expanded on. Argon invasions of Kaiator, mounted combat, etc. Regardless of what you decide to do, the ground work seems to be stable enough for expansive growth!
Although questing has always felt somewhat dull in Tera, it is very straight forward. Sometimes it is nice to just go out and kill 10 enemies or gather 5 of an essence -- on the other hand, it is always nice to do something new. I have no doubt in my mind that Tera could introduce a new variant of questing, it's just a matter of development time.
As for the features that have yet to come (battlegrounds, Nexus, etc), I saw them first hand on the Korean servers and love them. Your decision to temporarily remove battlegrounds in effort to adjust them for the greater good was something I agree with. Having a limit to how many times you could do a battleground was somewhat disappointing; however, removing that limit will be a welcomed change! I eagerly await more information on these meanwhile I encourage you to take your time. Get it right. Do not let your players, who do not fully understand the process of development, dictate the quality of your work!
Your customer support team is fluid, stable, and enjoyable! Every issue I have had has been resolved promptly and with personality! I love this! The only thing I feel is somewhat needed an in-game GM support team. If there is one, I can not find it. Everything I have seen redirects me to the support section of the website. This can get slightly annoying (although minor) to require you to use the website for in-game needs.
So there you have it! My constructive feedback without comparing Tera to any other game, complaining, or flaming. No game is perfect, I enjoy Tera.
Thank you very much for your time!