It's a topic that has been brought up quite some times on the EU forum.
Interested in hearing what the NA players think of it.
Current Eu topic is still pretty active so for those that want read it here you go.
Topic is here: https://forum.tera-europe.com/showthread.php?t=51298
This is my reason in a nutshell.
Leveling in a MMO is a bit of a tutorial, you learn how crafting works.
In Tera you will learn about BAMS ,new skills and how the game works.
You run your first instance and explore the zones.
Currently you can reach max level in Tera relatively fast, we're talking about 2-3 weeks.
You can increase the exp gain by 100% when you level in groups on top of it.
For a new MMORPG that's very fast.
Tera is a game that has a lot of low level content to offer.
You've got quite some zones and quests/
It also has a token/crafting system which should encourage some BAM farming, repeatable quests and instances.
Basically you farm mobs to get gear that allows you to level faster.
The current exp rate is that high that most of these things are skipped, basically you're skipping the character progression and learning part in a MMO.
By the time you have enough tokens/runes for crafting you're to high level to make use of the items, with crafting you will simply lose a lot of money for nothing.
This makes the repeatable bam quests and crafting at low levels pointless.
Even if you make use out of an item ,chances are you will replace it with in 2 hours.
That alone will kill off the feeling of an achievement that you made your first blue item.
The moment you hit 30 it will get even worse, blue quests reward will be tossed at you left and right.
Take the costs of crafting and the time of farming BAMS into account and you can say it's not all that rewarding.
Tera has a lot of zones but in general you will follow the main quests pick up some side quests and skip a big part of a zone (main quests are linked so the game encourages you to finish them)
One of the cost common arguments about an small exp tweak is that Tera is all about end game and that you can farm +12 enchants.
PVP end game:
While there will be some pvp content at end game the patch will be released late summer.
By tweaking the exp a bit it will take people 3-4 weeks longer to reach max level.
The gap between the pvp patch and people hitting max level won't be as big.
PVE end game:
Tera isn't like WOW in terms of PVE, it doesn't have big raids with some insane hard modes that will keep people busy for a while.
PVE in Tera is fun but don't expect to wipe nights on a 5 man hard mode.
All with all Tera is more a PVP/social game than a PVE game unless we actually get some hard raiding content to bash our head against.
There isn't enough pve meat to keep people busy for months to come.
Enchanting:
Enchanting is just your typical grind , bit like daily quests.
The soul purpose is to use it for pve and pvp.
Since the pve content is not to challenging you will mainly do this for pvp.
Enchanting has also been nerfed so getting +12 will take less time.
Personally I don't think this is a good reason why leveling should be fast.
Bottom line:
By decreasing the exp gain you will have more meat and content at the low levels.
This buys you time to drill out the second part of the Korean patch and gives you more time to develop more end game content.
Allowing people to reach max level in a short time means they will get bored faster with the game.
It has happened in a lot of recent MMO's that copied WOW in terms of leveling speed.
They just forgot that it took a while in Vanilla WOW to get max level.
I've also read the 58 instances are being remade and adjusted for lower levels.
My question is why not keep the as they are and cap lour level at 58, release the new content late summer.
People will have time to grind those 58 instance, it will keep them busy.
Moment the late summer patch hits we have PVP content and new 60 content.
Interested in hearing what the NA players think of it.
Current Eu topic is still pretty active so for those that want read it here you go.
Topic is here: https://forum.tera-europe.com/showthread.php?t=51298
This is my reason in a nutshell.
Leveling in a MMO is a bit of a tutorial, you learn how crafting works.
In Tera you will learn about BAMS ,new skills and how the game works.
You run your first instance and explore the zones.
Currently you can reach max level in Tera relatively fast, we're talking about 2-3 weeks.
You can increase the exp gain by 100% when you level in groups on top of it.
For a new MMORPG that's very fast.
Tera is a game that has a lot of low level content to offer.
You've got quite some zones and quests/
It also has a token/crafting system which should encourage some BAM farming, repeatable quests and instances.
Basically you farm mobs to get gear that allows you to level faster.
The current exp rate is that high that most of these things are skipped, basically you're skipping the character progression and learning part in a MMO.
By the time you have enough tokens/runes for crafting you're to high level to make use of the items, with crafting you will simply lose a lot of money for nothing.
This makes the repeatable bam quests and crafting at low levels pointless.
Even if you make use out of an item ,chances are you will replace it with in 2 hours.
That alone will kill off the feeling of an achievement that you made your first blue item.
The moment you hit 30 it will get even worse, blue quests reward will be tossed at you left and right.
Take the costs of crafting and the time of farming BAMS into account and you can say it's not all that rewarding.
Tera has a lot of zones but in general you will follow the main quests pick up some side quests and skip a big part of a zone (main quests are linked so the game encourages you to finish them)
One of the cost common arguments about an small exp tweak is that Tera is all about end game and that you can farm +12 enchants.
PVP end game:
While there will be some pvp content at end game the patch will be released late summer.
By tweaking the exp a bit it will take people 3-4 weeks longer to reach max level.
The gap between the pvp patch and people hitting max level won't be as big.
PVE end game:
Tera isn't like WOW in terms of PVE, it doesn't have big raids with some insane hard modes that will keep people busy for a while.
PVE in Tera is fun but don't expect to wipe nights on a 5 man hard mode.
All with all Tera is more a PVP/social game than a PVE game unless we actually get some hard raiding content to bash our head against.
There isn't enough pve meat to keep people busy for months to come.
Enchanting:
Enchanting is just your typical grind , bit like daily quests.
The soul purpose is to use it for pve and pvp.
Since the pve content is not to challenging you will mainly do this for pvp.
Enchanting has also been nerfed so getting +12 will take less time.
Personally I don't think this is a good reason why leveling should be fast.
Bottom line:
By decreasing the exp gain you will have more meat and content at the low levels.
This buys you time to drill out the second part of the Korean patch and gives you more time to develop more end game content.
Allowing people to reach max level in a short time means they will get bored faster with the game.
It has happened in a lot of recent MMO's that copied WOW in terms of leveling speed.
They just forgot that it took a while in Vanilla WOW to get max level.
I've also read the 58 instances are being remade and adjusted for lower levels.
My question is why not keep the as they are and cap lour level at 58, release the new content late summer.
People will have time to grind those 58 instance, it will keep them busy.
Moment the late summer patch hits we have PVP content and new 60 content.