Geekcheck's Post History

I played in CBT 1-4 and TERA ran quite well. I had minor framerate issues when in massive battles, but overall the game didn't present many problems.

CPU: Intel Core 2 Duo E4500
RAM: 4GB DDR2 (PC2-6400)
GPU: AMD Radeon HD 5750
HDD: Seagate 320 GB (5400 RPM)
lbtroyo on 03/11/2012, 08:39 PM - view
If I'm not mistaken you can click and drag skills over to replace any of the skills in the chain bar. You can't add more than one skill chained to another, but if you chain skill A to skill B, then chain skill B to skill C, you should be able to start skill A space to skill B then space again to skill C. Least I'm pretty sure that's how I had it working on my priest.

Wouldn't be the first time I've been wrong though, so try it and let me know.

As others have said, the Trigger Skills are hard-coded and cannot be replaced. And some skills are unavailable for use as a Trigger Skill. It is very restrictive and ultimately make the Chain Skill system rather frustrating. And as the Op stated, there are some Glyphs that are useless b/c of this and are rather obvious bugs.
Alesiana on 03/08/2012, 10:14 PM - view

Refer back to Lineage 2 OPEN WORLD Dungeon

Ah the young MMO gamers... :) Open dungeons go back much further than that. As ImperialPanda said, it is merely a dungeon that is not instanced, and was the norm back in the early days of MMOs.

A good example would be Dark Age of Camelot (DAoC) --The original game was designed as a completely seamless and open world. There were no "dungeons" as we understand them today, but many large cave systems that acted like dungeons, as you would experience them in the real world.

These areas weren't marked or named on any map but were cave systems scattered all over the world. Because they weren't instanced, players would form groups to tackle certain sections to grind EXP on respawning mobs and would actively work to not steal mobs from each other's camping spot. It worked out very well, as community interaction was at a high point and necessary to advance in the game.

You could consider the first instanced dungeon in DAoC to be the PvP dungeon, Darkness Falls, since you had to zone into it. But once inside it followed the same rules as the non-instanced dungeons: Everyone had access to the same dungeon. The only difference is it wasn't just your faction in the dungeon, but all 3 could be present depending on who last had control.
There is a fundamental difference between "translation" and "localization." EME's "westernization" of TERA is a poor excuse, due to a lack of understanding the difference between the two. As someone who spent years localizing games, it is plainly obvious.

Localizing a game requires more than simple translation--it is about presenting not only the text and dialogue, but the overall "feel" of the game to a completely different audience. Text and dialogue are only the surface elements that need attention, but also cultural references, expressions, mannerisms, and other elements need to be accounted for when presenting a title to anyone outside of the original, intended audience. What makes sense to one audience does not make sense to another---Essentially it is like creating a whole new game. This is why the quest text and dialogue comes off as awkward, childish, and out-of-place---because it is.

For example, when you talk about the Elin's interest in nutritional health, what you are reading is based off a historical, cultural (societal) norm that is commonplace in South Korean society. This is comprehended in a normal way to the Korean audience, but to a US audience makes no sense, because our perception on the subject is different.

EME really did themselves and the game a disservice, because they failed to understand this basic tenet of the localization process.
Edited by: Geekcheck about 1 year ago
Player276 on 2012-02-25 01:55:48 UTC - view
When i was there, something magical happened. People actually got in a very long line, and groups took turns getting the coffin.

The fact that people have to line up to kill a mob for a quest in 2012 is a major FAIL.
Don't expect many changes in this area. The quests were added after the fact and were not created in conjunction with the initial game--This is why they feel so disjointed. So if you are expecting better quest flow, you are probably just wasting your time. The quests were merely added to fill in the gaps b/c the original Korean version was considered too easy (boring) b/c of a lack of content and quick leveling pace.

I feel the exact the same way you do, but I also know what I am up against. You have to realize that TERA is ultimately controlled and developed by BHS. And BHS primary concerns are their own base, the U.S. is secondary. The lackluster and boring quest mechanics are a product of post-design decision shoveled into a game that was never intended to have them in the first place.
Defuya on 2012-02-12 10:11:59 UTC
This isn't a FPS. So many people say it's like a FPS. It's a TPS [Third-person shooter/melee game] Pretty much TP hack n slash. And how can people find these controls strange, unless wow is the only game you've ever played. It boggles my mind that people wouldn't have played a TPS action adventure game atleast once, unless you limit yourself to playing one genre of game like mmos or FPS. If you've never played Zelda. 1) For shame. 2) Go play it before TERA launches and you'll find TERAs controls completely natural.

Though I know what you're saying. You can't fire and strafe at the same time. And although when melee attacking you can be attacking forwards but then you press 'd' or 's' and you start attacking to your right or left. It'll just take a bit of getting used to, to make sure you're holding down a direction key or facing a direction when attacking.

Once you get familiar with this style of controls it actually makes it easier. Since multiple enemies can be attacking you at any time from both sides. it's easier to press 'd' or 's' to attack in that direction than it is to move your camera right or left to face each enemy. I'm talking about melee in this example. It's different for casters and ranged ofcourse, but as a ranged class you have to be facing you opponent to hit it and you shouldn't be getting into close-combat.


Yeah, I realize it isn't an FPS, but it just feels like t wants to behave like one. As you and others have said, it is just something I have to adjust to. And as a Berserker, this make is more imperative that I adjust. I don't know if the tone was correct, but it isn't as if I hate the controls, but instinctively when you play and realize how it plays, your gaming memory kicks in and automatically falls back on what you know. Nonetheless, it is probably something I can adjust to.

Outside of that, I still feel the game suffers from a duality of sorts. It just feels as if the game was not meant for the Western audience. I do find enjoyment in it, but there is that nagging, unsettling disappointment when I play and I can't shake it. Reached Level 22 and at no point in time have I had the need to group. Granted the first dungeon was available to me, but if dungeons are the only thing required by groups, it doesn't leave much community interaction for the game. The only time I grouped was to complete quests objectives (mobs) that were being camped and that doesn't say much.

Even though I am disappointed so far, I think the game has many smaller high points that (collectively) make up for SOME of the game's shortcomings. I'm just not sure if it is enough. You can tell that a part of me wants to find enough to like the game to subscribe, but so far I'm just not there yet. Maybe another CBT will help give me more to chew on.

I do think there is potential, but the game still needs some fine-tuning and adjustments in key areas.

BTW, the voice-overs are HORRIBLE! Seriously, they need to be completely redone or just allow players to listen to the original Korean dialogue with subtitles.
After playing the Beta for the first day and reaching Level 22, I find myself on the fence, leaning towards not subscribing once the game is released. It is not that the game is terrible , but I find that there are too many fundamental flaws that give me pause to reconsider purchasing.

To start, I chose to play a Castanic Berserker, because the Castanic female is easy on the eyes and I like the idea of wiedling a REALLY BIG AXE (On a side note, my favorite racial model is the Amani female).

From the onset I found the combat to be a breath of fresh air after years of tab-targeting and non-interactive combat. The fact that I had to aim and attack much like an FPS was both fun and engaging, and leads me to my first problem: While it plays an FPS, it does control like an FPS.

The default control scheme in this game needs an adjustment, in that it mimics the FPS concept, but eschews the control structure for a semi-functional hybrid that in inefficient and moderately effective.

In any FPS, the control is pretty standard, the reticle at the center is where your attacks hit and the "player" is always behind the camera facing in that direction. In a sense the reticle are my eyes. If I point it in a general direction that is where I am looking. This combined with the standard 'WASD' control, allows me to focus on a target while moving in any direction. This has created a standard method of control that allows for dynamic movement and maneuvers such as "circle-strafing." But in TERA this isn't the case.

In TERA, 'WASD' moves the character in the direction you are pressing regardless of where the reticle is. Any time you move in a direction, the game turns your chracter in that direction and moves. In combat this can be a very frustrating and lethal if you aren't aware of it. Because of this setup, it prevents a player from circle-strafing an enemy to maxmize their mobility and combat potential. Now as a Berserker, the attacks come slower and have periods of vulnerability between animations requiring the player to play strategically and plan out their attacks. In most fights, I would find myself missing attacks not because I wasn't aware of this fact, but because instinctively I am using the reticle as my guide to where I am swinging. But what ends up happening is, after pressing any movement key while attacking, I will attack in that direction and not where my reticle is.

This setup goes against the basic design of FPS controls and is a problem for many players I have talked to. While we have adjusted, it simply is not an intuitive setup. The only reason I have to explain this flaw is maybe when TERA was first created by BHS, they didn't have a clear understanding of the FPS control scheme and how important it is. I can say this with some certainty, because it is something I have seen before in similar games created by Eastern developers. This is not a dig against them, but rather a simple observation based on the fact that they do not play nor create very many FPS games to begin with. Because of this basic lack of reference, a simple oversight like this can turn a small change into a frustrating problem.

In EME's localization of TERA (I hate the term "westernization," because it is both incorrect and unnecessary. What they are doing is localizing the game on a complete scale), they failed to recognize how the Western audience would play the game. To correct this, EME needs to implement and true FPS control scheme. But I fear in doing this, it may require more effort than is possible. Because to do so, BHS would have to program in actual strafing mechanics for the game and all that is connected to it ( character and enemy animations). I do hope they are aware of this, but I don't have much faith in them being able to change it easily.

My next concern with the game is its duality. TERA is a game that doesn't know who it wants to be. What I mean by that is, it is very apparent that this is an Eastern-developed MMORPG localized by a Western developer. From the Isle of Dawn all the way to the Valley of the Titans, the questing feels tacked on. What story that is present feels disjointed, unimportant, and ultimately does not engage the player at all. Its not that quest text is boring to read or some of the story scenes aren't interesting, but they do not draw you in at all.

Yes, many of the quests are "Kill X" and "Collect Y," but that isn't what I am talking about. When you look at most Western MMOs, the storylines are fluid and make sense as to how they are read and what they are saying. This doesn't mean they are all good, but you can tell that the story was crafted with a beginning, middle, and end. It helps to establish a time, place, and reason for the player to exist in the game world. In TERA this is the exact opposite. There is no compelling reason, no real "flow" or life to the story. It truly feels just like text. I can only ascertain that, because the original Korean release wasn't very content-rich and they had to add in more quests after the fact, what flow they had was essentially broken.

This disjointed nature makes it near impossible for me to truly enjoy the GORGEOUS environments and world BHS & EME have created. For as beautiful as the world is, it means nothing if the world itself is meaningless.

Other smaller problems that have compunded my disappointment with the game are as follows:

- The general pricing of items is too high. Yes, money is easy to come by at the endgame. The problem with that is, if pricing is based off the rate of acquisition at the end, it makes any lower level item essentially unattainable due to their high cost. For example, a Common identification scroll cost 5000g, yet I start getting unidentifiable items at Lv. 12 (I had a TON by the time I hit 15), where money is tight. With the buying of skills, the exorbitant pricing of flight/teleportation, and crafting costs, players might as well not buy anything until they reach higher levels.

- Crafting is pretty much not worth the effort. While I do like the system for the most part, most quest rewards and drops are much better, espcially considering the time, money, and effort in upgrading equipment.

- The radar seems rather useless and the minimap is always in th eway. Why these two were seprated is beyond me. The radar isn't that useful for what it does and the minimap can show you the general location of mobs. I never used the radar for tracking nodes, because the dots are too small. These should need to be merged.

- The UI needs a "snap-to" and alignment function to make it easier to layout the UI elements. I found it a bit difficult to align certain things like group portraits and buff indicators, because everything was free-floating.

- The personal pet shops are going to get annoying VERY fast. They are already spamming areas of high activity and cuasing lag spikes.

The things I liked about the game are as follows:

- Beautiful environments! Flying on a pegasus has to be one of the most breathtaking things in this game.

- Equipment presets.

- The character designs are, as we all know, AMAZING! The castanics females are gorgeous! The Amani males are imposing, the Popori are cute and fuzzy, and the Elves are...well, Elves. BTW, Amani females are the BEST!

Overall, I think TERA has some potential, but I feel it is going to take a lot of work to get this the game where it needs to be to compete effectively.
Sora on 2012-02-10 20:04:11 UTC
EU sneak peak all over again..

I was thinking the exact same thing. Betas always have issues, but being that they just experienced a similar problem in the EU, I am a little concerned as to the seriousness of their server issues. As we all know the same problem in the EU forced the cancellation of the Sneak Peek altogether. =/
This usually happens when different publishers are used in different territories. Since EME is the US publisher and Frogster is the EU publisher, their marketing teams are using using different companies to design their website. This is a common practice employed by many companies for control, communication, and ease of use.