Enchanting and Unsealing Improvements

Phosphia Profile Options #881

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"Improved Enchanting
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.
Bumblebee Profile Options #882

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Phosphia on 04/03/2012, 07:29 PM - view
"Improved Enchanting


- Bye bye PvE content.


Why do you believe that this will wipe PvE content from the game? Game content continually evolves and EME im sure will expand TERA as they see fit to introduce harder PvE content into the game as people progress further and further into the end game content. I wouldn't worry to much and just wait and see what happens in open beta.
Ravrous Profile Options #883

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Ravrous Lvl.60
Tempest Reach (PVE)
Human Slayer
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.

Mewnie Profile Options #884

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Bumblebee on 04/03/2012, 09:00 PM - view


Why do you believe that this will wipe PvE content from the game? Game content continually evolves and EME im sure will expand TERA as they see fit to introduce harder PvE content into the game as people progress further and further into the end game content. I wouldn't worry to much and just wait and see what happens in open beta.


MMO Stockholm Syndrome.

I suffered through a broken system, so others have to suffer as well!
Edited by: Mewnie about 1 year ago
thephysicist Profile Options #885

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http://www.youtube.com/watch?v=BfMUXlGxa-c


Nice.
Ahegao Profile Options #886

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Ravrous on 04/03/2012, 09:06 PM - view
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.



^ what you said.

what I get from that > "If an optional aspect of gear enhancement proves too tedious, I won't like it! Nor will the rest of the Western audience!"

why I disagree v

Enchantment, though optional, can provide powerful, defining bonuses. From what I've gathered about weapon refinery, it's the difference between doing a relatively normal amount of damage and killing another player with one shot - for some classes, anyway. I don't mind that the system is altered, but that sort of potential shouldn't have an ez-street path. It'd be better if refining didn't fail and subtract to a point (e.g. +1-7) and then when the bonuses become major, start the -1'ing - from +8-11 only (i.e., you can fail and go from +8 to +7, but not +7 to +6.
Edited by: Ahegao about 1 year ago
alexisneos Profile Options #887

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Minea on 03/30/2012, 07:22 PM - view
Hello, TERA community!

Over the last few months we have been working on a lot of changes to make TERA better for our audience. Some of them have been implemented into the game already as seen in our closed beta test patch notes. But we have more improvements coming our way and among them we have some great news to share with you on enchanting and unsealing systems!

Improved Enchanting
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.

Improved Unsealing
In TERA, you can receive random attributes by unsealing an unidentified item. Then the item can be re-sealed and unsealed again until you receive the attributes you want. We are adding the ability to ‘lock’ the desired attributes earned from Identifying Enigmatic items. This lets you change the attributes you choose while letting you keep the ones you want. You can repeat the process until you receive all 3 or 4 attributes you wish. This should help eliminate the frustration felt of getting that exact combo you want on your items.

We will be sure to update you with more information as they become available and we appreciate your feedback. These changes are the results of the feedback we've received from you and we encourage you to keep sharing your thoughts!


/Kneel

Finally these are some good news :)
TaiHW Profile Options #888

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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.
nongming Profile Options #889

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Neutral
Mercen Lvl.60
Mount Tyrannas (PVP)
Human Lancer
seriously?...
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.
nongming Profile Options #890

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Neutral
Mercen Lvl.60
Mount Tyrannas (PVP)
Human Lancer
Minea on 03/30/2012, 07:22 PM - view
but remove the frustrations that random numbers can cause


really? MMOs/ RPGs..the entire genre is based around RNGs?...

let me provide a hypothetical quote from an extremist's point of view:
"what's this 15% chance of critical strike dealing double damage? it's only 15%...this extra damage is there difference between me killing this boss or dieing and having to redo the entire instance, either change my crit chance to 100% or I quit"

and recent winge

"what's this 15% of failing at higher level enchantments? if I fail I'll have to get the the materials again and try again, increase this to 100% or I quit" ...

sure someone will poke holes from my example, but that's how I feel when I read the news...

"oh some people can't handle the RNG >>>in a MMORPG!!<<< so GOOD NEWS EVERYONE, WE'VE MADE ENCHANTING 100% NOW, NO RNG! :D.......