Abriael's Post History

mentosNsoda on 01/12/2013, 05:42 PM - view

i disagree. You will be utterly destroyed in BG in non leveled PVP gear of same enchant level when compared to PVE counterpart. It wouldn't even be close.

So for PVP, of course P2W is stupid.

But in PVE when the opponent is AI NPCs, no one should care how they leveled it.


You can disagree as much as you want, but PvP gear and PvE gear are progressed exactly in the same way. Opening to one, means opening to the other.
mentosNsoda on 01/12/2013, 05:21 PM - view
The problem I have with "pay to win" and Tera specifically is that P2W infers that you put in some effort to get where you are in the game when nothing could be farther from the the truth when speaking strictly in terms of gear.

It is completely RANDOM if you either +1 an item or MW anything in this game. No skill required.

I've personally seen in game a former guildie both MW BOTH a chestpiece and weapon in less than 5 tries then turn around and +9 to +12 BOTH in less than 20 tries total. THAT'S RIDICULOUS.

He wasn't very good of a player either, however the +10, +11, and +12 power bonuses allowed him to casually handle ACHM where just the day before he was struggling on all +9 gear.

So in short, if time/effort meant anything in Tera, I'd be against P2W but how Tera gates content with RNG, I'm all for it as long as it's not PVP gear.

Why would anyone care or bother in a PVE setting? It's just silly.


1: time and effort still do matter. Randomness is still governed by statistics. If you put in more time and effort, you still have more chances.

2: PvP gear and PvE gear are not mutually exclusive, nor is the stuff used to enchant them.
Edited by: Abriael 4 months ago
Guera on 01/12/2013, 04:43 PM - view
I disagree with this thread 100%. In order to be in the top in this game you must have no life. The people playing 24/7 are the ones with the +12 queen sets/conjunct sets. I am a plastic surgeon and only have time to log in a few hours per week. Since I will never be able to obtain +12 armors because my time is limited I think its fair for Enmasse to offer items to help us reach end game gear.

I am just an average guy that loves playing video games. It gets me upset that most games are "Have no life to be on top." I will NEVER be able to join a queen run or do MCHM evenless learn the "mechanics" of it.

Enmasse needs to atleast give us hard working players a chance so we can experience end-game which we would normally never be able to do because our limited play time.


Only, you don't need +12 or masterwork to do a queen run, or any content in the game. You can access ALL the content in the game with the gear that can be easily earned with a few nexus traverse run, and you can access nexus traverse without much effort or time investment at all.

So basically you just want results without any effort, and like all the very few people that are in favor of pay to win in this game, you don't even know how the endgame works, because you never did the minimal effort it took to get there, or even to research.

You think you should be allowed to "be on top" without any effort? Sorry, but that's not how it works.
Edited by: Abriael 4 months ago
vicereine on 01/11/2013, 01:39 PM - view
this is something that is not negotiable for En Masse. and it will happen. here is why in my opinion.

i know senior producer has been active for a few days to calm down both excited(new players) and frustrated(old players) crowd, but let's face it. MW is the end game essential and if end game is achievable without paying a cent to publisher/developer, is it really 'fair' for other players?

how would you determine what is acceptable in cash shop and what is not if you were developer and publisher? cosmetic items have limited fan base, and income is hence limited. it is not viable financially and not sustainable to upkeep the cost only with un-influential-in-game cosmetic items. it is the fact and can't do [filtered] about it unless every player decide to buy cosmetic everytime it comes out.

so what do you do; well, you have to reach more playerbase in order to lure them into buying cash items, so your income is at least sustainable. there are a couple things you can do.
ethically, as game developer/publisher, you want the cash items to be least influential in the game.
and coincidentally, most players do not want the game to be p2w domination.
then you have a couple options. there are few items in the game, that is considered extra-luxury and not is essential in game-play, in my opinion (game developer/publisher) anyways.
MASTERWORKING.
we've told players numerous times, that MW is extra-bitty luxury, and is not something you have to have. and since we defined MW as something extra, it implicates it is not as influential in the core of the game. bam.
coincidently, players all have MW items. but it is not our fault, we've informed them that MW is not essential, hence in our defintion, making MW items cash-able does not effect the game as much.
problem solved.

Masterwork Alkahest
Master Enigmatic Scroll
Common Enigmatic Scroll
Spellbind

buy these now. regret later.
QED.


A firm rule in the MMORPG world is that nothing is set in stone until it's actually implemented, and nothing is set in stone even AFTER it's implemented.

So I'm sorry OP. Your post is based on a completely false assumption, hence it's completely irrelevant.
Already acquired items should *never* *ever* lose their value and statistics to make pay items more desirable.

That's a retarded move if I ever saw one. It's obvious as the sun that bluehole is in a panic. I hope En Masse won't share that attitude.
Edited by: Abriael 4 months ago
Not sure if troll.

But I sure hope he's a troll. Better troll than utterly and inexcusably stupid.
Edited by: Abriael 4 months ago
As much as I doubt petitons will sway marketing too much...

/signed.

Tera has been advertised VERY strongly as a skill-based game. That advertisement has already partly thwarted by the overpowering RNG that plagued our experience since launch. The addition of consumables like this as exclusive to the store would shift the game even more away from skill.

If the items will be available in the cash store AND through the usual means in game (vendors, drops and such), without ANY reduction of the in-game availability (having to rely on players selling them is not enoiugh), then it would be more acceptable.

Any degree of reduction of the availability of consumable in game in favor of the cash shop is not. There are other ways to make money off the cash shop, without massively shifting the balance of the game. Losing part of your core playerbase due to that shift is not conducive to increased profits.

Another partially acceptable solution would be the inclusion in the cash shop of equivalent items (alkahest and masterwork scrolls) with heightened success chances. Say twice the percentage. This would make the cash shop option desirable without maiming the in-game option.

Again, it's imperative that the chance of the items available in game is not in any way reduced. Profit is made by making pay items more desirable, not by making "free" (we still pay for them, just with our time) ones less desirable.

This would unfortunately introduce a degree of Pay to Win, but it would be mitigated by the fact that the current masterworking and enchanting options are untouched.

This all without mentioning the *fact* that the removal of the current in-game options for enchanting or masterworking would effectively and inevitably lessen the experience of your current monthly subscribers.

The current monthly subscription *includes* the ability to masterwork and progress your items to full +12. Removing masterworking items from their current means of availability in game means that subscribers won't have regular access to those items without spending money *on top* of their subscription, which results in a clear loss of value of the subscription model.

This is, again, not acceptable, and would immediately write off the option to pay monthly for Elite status for me, and I'm sure many others. I am not willing to pay a monthly fee for a game that offers me less options than I used to have for the same price.

The removal of chronoscrolls (that were the very best element of Tera's business model, and something EVERY MMORPG that incolves a monthly fee should have, no matter it's mandatory or complimentary) is already enough of a step back.

Ultimately, my dear people at En Masse, While I understand your need to make a profit and enlarge the community, remember that going against the most relevant element of your own advertisement is a serious breach of customer trust, and again, it's not conducive to making a profit at all.
Edited by: Abriael 4 months ago
Minea on 09/29/2012, 08:27 PM
Yep, tomorrow we will have one at noon and another at 5PM, I should have included the earlier time as well, not just clarify 5 or 6. :)


yeah, ok.
Xicor on 09/03/2012, 12:57 PM - view
they should have stufffed the BC players with you too... none of us want them on our server


Don't worry, probably none of them want you as well.
Personally I can only approve the idea of leaving celestial hills on its own during the server mergers. The community may be small, but it's definitely lively, and I'd rather have a smaller community made of like minded individuals than getting the RP ruleset diluted or removed.

So i definitely applaud En Masse for that decision.

What I wonder is, what about the team-driven community events? Will CH receive the same level of support, attention and events as the other servers, or will it be left aside with less community events or none at all because of the lower population?

Keeping the RP server alive is great, but it needs to be supported.