Deadlock
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This is important feedback to make some areas of the game a lot better. I played Tera from Thursday-Monday night. I spent more than 70 hours playing Tera's weekend beta.
Issue #1: Duel System in cities/towns. There is no collision detection inside the cities/towns which makes PvP very imbalanced. A lot of players who enjoy dueling in the circle platform/"arena" want to stay there, and not leave the city to duel. Players enjoy audiences, and watch people dueling. It makes the city come to life. An example would be if an Elin Warrior was to duel an Aman Lancer inside the city, the warrior is capable of literally going inside the lancer, and continue swinging, dishing out massive damage leaving the lancer unable to do anything because they're slow moving, whereas if you left the city, that person can not run through the should and stay inside you because of collision detection. A solution to this problem would be to enable Collision Detection for duels inside the city, letting the two players dueling be effected only by the collision detection, and everyone else around them isn't. No matter how it's done, collision detection must be added to duels inside the cities/towns.
Issue #2: Flagged PvP and Guild vs Guild outside of the city. Only main issue, which I'm sure a lot of players can agree on is how anyone can get in a fight outside of the city, then run inside and automatically be safe in an instant. Players can heal from inside the town to players receiving damage, getting attacked outside the city which is very unfair. To solve this issue, I believe it would be best for anyone interacting with a Guild vs Guild or flagged PvP get a certain time window to attack players who run from outside the city, inside the city. Maybe a 30 second time frame, then the player will be invulnerable to attacks. Healers who heal inside the city or any class for that matter, taking action in helping their teamates that are getting attacked should also be vulnerable to attacks. Players who come from outside, then enter the city should be able to attack until the timer reaches 0 for invulnerability, the same way how the duel timer works. Players who uses skills from inside the town will be vulnerable to attacks, and every skill used that goes outside the city will reset the timer, The current system makes it very unfair and imbalanced and would be best to fix this issue.
Issue #3: Latency. This is probably one of the common issues when it comes to PvP, and I'm sure it's being addressed. Players appear to be in a different a different standing spot, out of range to hit you, but they're still dealing damage because on their screen, it shows them in melee range. This makes it even more difficult for the Lancer's Leash skill to work properly because of latency, along with other skills.
I posted this on the "Terra Answers" under the Community tab. Please make it rise to the top and make it solved. Here's the link, it's the same as what's written here.
https://tera-answers.enmasse.com/posts/2e96dfe328
Thanks for reading, and please fix these issues!
Issue #1: Duel System in cities/towns. There is no collision detection inside the cities/towns which makes PvP very imbalanced. A lot of players who enjoy dueling in the circle platform/"arena" want to stay there, and not leave the city to duel. Players enjoy audiences, and watch people dueling. It makes the city come to life. An example would be if an Elin Warrior was to duel an Aman Lancer inside the city, the warrior is capable of literally going inside the lancer, and continue swinging, dishing out massive damage leaving the lancer unable to do anything because they're slow moving, whereas if you left the city, that person can not run through the should and stay inside you because of collision detection. A solution to this problem would be to enable Collision Detection for duels inside the city, letting the two players dueling be effected only by the collision detection, and everyone else around them isn't. No matter how it's done, collision detection must be added to duels inside the cities/towns.
Issue #2: Flagged PvP and Guild vs Guild outside of the city. Only main issue, which I'm sure a lot of players can agree on is how anyone can get in a fight outside of the city, then run inside and automatically be safe in an instant. Players can heal from inside the town to players receiving damage, getting attacked outside the city which is very unfair. To solve this issue, I believe it would be best for anyone interacting with a Guild vs Guild or flagged PvP get a certain time window to attack players who run from outside the city, inside the city. Maybe a 30 second time frame, then the player will be invulnerable to attacks. Healers who heal inside the city or any class for that matter, taking action in helping their teamates that are getting attacked should also be vulnerable to attacks. Players who come from outside, then enter the city should be able to attack until the timer reaches 0 for invulnerability, the same way how the duel timer works. Players who uses skills from inside the town will be vulnerable to attacks, and every skill used that goes outside the city will reset the timer, The current system makes it very unfair and imbalanced and would be best to fix this issue.
Issue #3: Latency. This is probably one of the common issues when it comes to PvP, and I'm sure it's being addressed. Players appear to be in a different a different standing spot, out of range to hit you, but they're still dealing damage because on their screen, it shows them in melee range. This makes it even more difficult for the Lancer's Leash skill to work properly because of latency, along with other skills.
I posted this on the "Terra Answers" under the Community tab. Please make it rise to the top and make it solved. Here's the link, it's the same as what's written here.
https://tera-answers.enmasse.com/posts/2e96dfe328
Thanks for reading, and please fix these issues!
Edited by: Deadlock
about 1 year ago