Certain items can be enchanted in TERA to increase its effectiveness. The change we will be implementing is the removal of the chance that an unsuccessful enchanting attempt will decrease the item's enchantment level. This means once you earn that enchant level it is yours to keep. In order to offset this change we have introduced 3 tiers of Alkahest powders: one for enchant +1 to +6, one for +7 to +9 and one for +10 to +12. Obviously the cost of powders will be increased at each tier. Our goal here was to keep the cost for getting these items similar but remove the frustrations that random numbers can cause and let you keep what you have already earned."
- Bye bye PvE content.
I for one like these changes, enchanting will still be a big money sink but won't have that totally frustrating -1 effect. Anyone who cries about these changes and claims it's to easy should look at history and you may notice that ALL RNG MMOs Never make it big in the west. Personally if I have to spend my time earning mats I need then just to have it fail and backfire on me in the end I just get down right frustrated and mad. All these so called " hardcore players" seem to forget that a game is ment to be fun and rewarding and a gaming company will do what it cane to make these experience just that to obtain sales.
I don't buy games to get screwed over by chance, I play them to earn what I get and enjoy the process. Anyone who thinks hard work should be met with penalties is simply saying they don't want this game to succeed here in the west.
I can see why you want to change the enchanting system, but for game balance I think enchants should still fail (but not remove any ranks already earned). Or make it so that weapons can not lose more than n ranks per hour
as for the enigmatic mods, it sounds like these could make for easy "superweapons" and "superarmor" that would make existing content too easy. Maybe give an option to lock one of the mods, but being able to lock whatever you want sounds overpowered.
Both of these are dependent on the overall effort required--if the lock system needs a super-rare world boss drop, for example, maybe it wouldn't be as unbalanced as perceived. But if you make it so that the items cost a lot of gold but are available from vendors, then you are essentially making the game P2W (and legally too, since we can and are encouraged to sell chronoscrolls)
I think people are just too greedy about having good gear, and that the original tried-and-tested system om kTERA is fine as it is.
why the FUK would ppl whinge about the upgrade system/ fail rate?
it's what sets these mmorpgs apart from the US ones..the gamble of upgrading your gear is another aspect of end game that sets players apart...
upgrading and fail rate would have been awesome especially in Tera since Tera isn't a pay-2-win game and seeing someone that managed to get to a +12 would be a huge achievement...
god, I understand this game is released in english to "appeal" to the western countries, but ffs, it's still made by a korean company, keep what it is, that sets korean games apart from their western counterparts.
I get that westerners like easy games (ie. highest selling game COD was released, takes 3 shots to kill someone and guns have no recoil)
but seriously, I remember the RO days when I would watch my friend try for a +8 and it fails and breaks, and then I would try mine...those were the day...it was intense AND fun
I'm not sure if Tera even had the system where there's a chance of actually breaking the item, but now there's no fail chance, or any chance of repercussion from upgrading?....why even have +12 levels of it then...just have 1 enchant and be done with it...
...I don't know what else to say...BIG disappointment with this news...
I also get that with a game like Tera and any other big budget mmo, top end gear will most likely be only obtainable through group kills/ raids, so a chance of actually destroying the item may be abit too brutal...but a chance of just downgrading the level?...damn...man up ppl...fark
to anyone at enmasse reading this:
if you make Tera too streamlined/ easy to begin with, you WILL lose players quickfast
upgrading[WITH a failrate] would have been an engaging aspect of endgame AND throughout levelling
you guys have probably already made up your minds in terms of implementing this, and going back on your word will probably look weak on your part
but I am VERY disappointed with this news.