This game is being ruined by the random factor

EasymodeX Profile Options #41

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As much as some people don't want to hear comparisons, I'm going to give one anyways. Anyone who played [insert [filtered] korean RNG/grind MMO that no one plays because it's a [filtered] korean RNG/grind 3D ProgressQuest piece of trash]


Clarified / say no more.
Edited by: EasymodeX about 1 year ago
Nisu Profile Options #42

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EasymodeX on 06/08/2012, 11:37 AM - view
Honestly people need to sit down and coherently think about what the core gameplay of TERA is.

If it's the combat system and fighting mobs and players, then RNG lottery in order to acquire gear or glyphs to compete in said core gameplay is artificially restrictive and a poorly-glossed scheme to sink player time.


For me the point of Tera is to play Tera. I want them to sink player time, that is why I am playing! I hate how people say they only want to play Tera to PvP, think the rest of the game is in their way, and want it moved out of their way.

If you want to PvP at the top level without playing the rest of the game Tera is not for you, there are other options for that play style. IMO MMOs have to give an advantage to those who put in the time or get lucky. Otherwise you lose the thrill of success.

All the MMOs I have played for a long time had a RNG enchant system. Both Lineage2 and Aion had more RNG then Tera does.

Lineage2 was crazy; items were quite hard to get and the chance to destroy the item durring any enchant over +3 was quite high. I think its RNG element was too strong but boy did I get a rush when that +8 worked. You would also spend months collecting mats for a craft and 40% of the time you would fail it, getting nothing at all.

Aion had about the same system as Tera did in beta, a fail gives -1 success gives +1. This seemed good to me. You didn't have people saying "you need to have +X to do Y" but a failed enchant doesn't cripple you. It also gives end game types something to do after they max the rest of their gear.

In Tera people seem to think that +9 is a given and they cannot do the next thing until they have all their +9s. If there was a totally predictable way to get +9 getting +9 wouldn't mean much to me and it would make the gear upgrade grind a lot less fun. I do not gamble in real life as I view it as a stupid tax. As a human I do get a thrill out of it though, so let me keep it somewhere it doesn't hurt me.

Just play the game and if you get that next + be happy.
Sinistrale Profile Options #43

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Seems to me this system could be stabilized/fixed somewhat painlessly on the coding side while also maintaining that "I wanna get lucky!" core functionality.

Let's say there's--oh, I dunno--a 10% chance to move your item from +8 to +9. You fail.

Now you have a Fail Counter. What's this? Well, for each fail counter you accumulate, you take another stab at that 10% chance. So your second attempt has 2 chances to succeed, your tenth has 10 chances, and so on.

You still have the chance to one-shot win, and there's no guarantee you'll succeed, even after a dozen tries. But in the back of your mind you'll know you're getting closer, and that's enough.

The same logic could potentially be applied to glyph boxes and such, but it seems less clear-cut in that case.

Just another random guy's 2 cents.
Nisu Profile Options #44

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jeepguy on 06/08/2012, 12:16 PM - view
There are better ways to create difficult goals than tiny percentage chances that reward luck only.


Really? Ones that are as thrilling? I have yet to play a game that found one.

Can you name one?
Kred3k Profile Options #45

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jeepguy on 06/08/2012, 12:16 PM - view
PCPrincess on 06/08/2012, 12:11 PM
As much as some people don't want to hear comparisons, I'm going to give one anyways. Anyone who played Ragnarok many years ago knows how hard upgrading something to max can be. A +10 item in Ragnarok was so rare, you'd see maybe one or two in a month on a server. That's what made them so freaking awesome. There is absolutely no replacement for the thrill of finally accomplishing something extremely difficult.


There are better ways to create difficult goals than tiny percentage chances that reward luck only.


This.

There is nothing "difficult" about pressing T, clicking your enigmatic, clicking your powder and finally clicking your fodder. I honestly don't know why people always confuse difficulty with luck...

A difficult part of the game would be a demanding boss that requires tactics and coordination. An accomplishing thing would be spending a lot of time on something really rare, like let's say the black leopard mount.

The enchanting system is neither of those things; it's simply a way to keep people playing the game and retaining subs until the next batch of content comes.

How is it different than any other Western MMO out there? Well it's quite simple; a good game gradually rewards dedication and commitment, instead of only punishing like Tera. Killed a raid boss in Rift? Your item didn't drop? Well at least you get some tokens so you can buy the item that you need once you put enough effort into farming him.
isse Profile Options #46

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What is the function of all the randomness in this game again? Why not just put in a system where, say, 5 gold weapons guarantee's a +9 from +8? 18 badges to get a guaranteed glyph from glyph boxes? Not only do we get to see our progress, we get a guaranteed "rush" of achivement once we finally do get that +9 because it actually felt like we "worked" for it, instead of just got lucky.

The point of the randomness honestly because everyone would finish in about a week roughly and then there really would be no end game content. Basically what your recommending is pretty much why doesnt the mmo just give you everything start you at cap and tell you what your account will be doing.

I canrecommend Jade Dynasty or many of the perfect world games while you will still find some randomness as every mmo ever produced ( since chance is part of almost every game) you can put everything on auto while your gone and achieve end game w/o ever doing anything really, so there you go problem solved.

I am honestly sorry you think luck is the main factor however, as simple perseverance will get you everything you mentioned and more like skill. TBH most of these people you refer to didnt achieve everything by luck but by repeatedly running dungeons with friends the actual purpose of an mmo. Not much point in running that dungeon if everyone had everything but hey it doesn't take a rocket scientist to figure these things out.
Thundercat Profile Options #47

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Kred3k on 06/08/2012, 11:59 AM - view
Thundercat on 06/08/2012, 10:16 AM

no, it wont.

it stops entitled brats from getting free handouts.


It's ignorant people like this that ruin games.

Nobody is asking for a free handout. There are people like myself who put hours every day into running dungeons & farming gold for WEEKS only to have literally nothing to show for their effort.

Also, explain this to me; how is it that a person who gets their +9 on the first time using green items as opposed to someone like myself who has spent 15-20k on +8 NOT getting a free handout?

because it prevents every scrub on the planet from having the best of the best.
it promotes longevity into dungeons and farming by making you need more gold/fodder
it creates a gold sink which is ESSENTIAL to the economy with how much artificial gold is created through questing.
it provides revenue to guilds for for future vanarchy/character endeavors

it is not broken, and quit demanding a fix for it.
EasymodeX Profile Options #48

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For me the point of Tera is to play Tera. I want them to sink player time, that is why I am playing! I hate how people say they only want to play Tera to PvP, think the rest of the game is in their way, and want it moved out of their way.


Clicking the enchant button is not playing TERA. Re-playing the same dungeon for the 75th time is not "playing TERA".

It's asinine.

Fighting new BAMs in new dungeons is playing TERA. Fighting players in PvP is playing TERA.

Get a grip.


If you want to PvP at the top level without playing the rest of the game Tera is not for you, there are other options for that play style. IMO MMOs have to give an advantage to those who put in the time or get lucky. Otherwise you lose the thrill of success.

All the MMOs I have played for a long time had a RNG enchant system. Both Lineage2 and Aion had more RNG then Tera does.


Yes, everyone knows that [filtered] korean grind MMORPGs feature a [filtered]ton of [filtered] grind / RNG.

Do you know why WoW has a billion subs and L2/Aion suck [filtered] in the wastebin of "yeah we played that for a month" trash MMOs?

Not that WoW is really a "GREAT" game for a variety of reasons, but it's pretty solid nonetheless.



Now you have a Fail Counter. What's this? Well, for each fail counter you accumulate, you take another stab at that 10% chance. So your second attempt has 2 chances to succeed, your tenth has 10 chances, and so on.


This is pretty similar to design changes made to Warhammer PQ rewards. There was heavy RNG, and naturally people [filtered]ed about it (rightfully so), so WAR eventually tuned the bags to the following system:

1. 0-500 starting points based on your active participation in the PQ.
2. 0-1000 RNG roll.
3. +100 to your roll for every consecutive PQ where you won jack [filtered].

So it was pretty inevitable that you'd eventually get a pretty damn good chance to win something.


Really? Ones that are as thrilling? I have yet to play a game that found one.

Can you name one?


Fighting an equally skilled player in PvP ... in any PvP game.

Playing the actual game, like doing Rift Akylios before they nerf the encounter. [Insert any US MMO PvE raid or "hard" group content before it gets nerfed]. WAR TOVL before you overgear the [filtered] out of it.

Carrying a relic across 7 zones by running through forests to avoid the 140 players that are hunting you down, while a hundred teammates are running interference.

I know it's a foreign concept to you that actual gameplay can be "thrilling" -- you currently live in the desolate korean [filtered] MMO land where the only excitement is landing 7-7-7 on the slot machine. What you may not realize is that this exact [filtered] gameplay and poor design is why korean MMOs traditionally have such a bad reputation.

TERA is/was a tiny bit different because it offered an entertaining combat system, boobs, and some vague promise to be "less grindy" (e.g. less [filtered] than other korean MMOs). Too bad.
Plunia Profile Options #49

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I'm fine with the game. (:
EasymodeX Profile Options #50

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I am honestly sorry you think luck is the main factor


It took me 8 tries to go from +6 to +9, and half the items I burned were blue and green.

It took my guildie 37, almost all oranges*.


LOL LUCK IS NOT THE MAIN FACTOR YO.


* My other guildie has burned about 20 oranges getting from +6 to +7. He's still at +7.