testagaggg's Post History

It's really hard to quantify or articulate and then communicate that feeling across the forums.

I think 99% of the problem comes with monster design and general PVE design. It should be enjoyable to use this combat system, there should be much better combat even from low levels. But the monster design, how they even function, just doesn't support it. Even the entire design of the noob island is horribly flawed from the first 2 kill same trees quests. It seems to be a symptom of the entire game though.

It's like having an electric guitar at a church recital and them both just playing on their own. The combination is the problem of the combat system with the PVE experience. It's too "bad trope pve" design and the combat interface while the best in mmorpg, is essentially pointless with the lackluster pve content.

The questing system, not autosharing, being so level requirement based, and so "chained" together makes questing as a party very challenging if someone falls behind even 10 minutes.

If you look at even noob island, it's essentially one flat area, with different mobs in their little areas. None of the mobs are interesting to fight, the instance is lolworthy, and the questing itself is just copypasta from every bad trope. It doesn't really change much as far as I can tell from the noob island to 58 content. Why would they suddenly "get" PvE and understanding what makes good zone design.

They are stuck in 1999 MMORPG design but flashier. Public Quests/Rifts? lvl 60 only, etc. I'm just not sold on "working" to get to the fun areas.

Also the pvp server being centered on griefing as a modal of play is really stupid. PvP is player vs player, it should encourage legitimate fights, aka pvp areas, things to fight over between legitimate contenders.

A lvl 58 ganking lvl 11s is not legitimate gameplay, challenging, or anything besides anti-social psychotics who where bullied too much in highschool. Even Ultimate Online or other similar games, didn't have the extreme difference in level power. This is basically WoW PvP servers where it will revolve around babies griefing people trying to level.

Solution wise, it's really easy looking at any good action game. It has actual good monster design, that have a lot of interesting behaviors, parrying, dodging themselves, using leap attacks, circling, etc and actually tweaked to be interesting to fight.

I personally if I was in charge would completely revamp the noob area, turn all the mob zones into public quests, with "scaling interesting boss battles" after stage 1-2-3, completely remove the quests besides key storyline ones and make it more freeform instead of a linear follow the quests experience.

AKA lvl 1-3 area PQ stage 1 - (channel kills 50 trees) - stage 2 ( kill 20 stages and 20 trees) - Stage 3 ( boss mob spawns with interesting attacks, behaviors, and some adds) - Bonus XP when complete to everyone who participated, with an item roll.

It's just too dry, too lifeless, too poorly designed, and it's an aspect that essentially ruins the game.
Edited by: testagaggg about 1 year ago
kugashiragumi on 2012-02-25 10:23:22 UTC - view
I'm getting similar vibes as the OP. I want to like this game, desperately want to, but there does seem to be something missing. I can't just call it the beginning of the game either because well "this isn't my first rodeo", as it were. I've played mmo's before, some just grab you. So far Tera has disappointed me a bit.

I'm going to stick with it, if for no other reason than once May 1st rolls around some of my friends will be getting it and that should be worth the price of admission alone. I love the combat, pretty much just a much more polished Vindictus... only not instance based. I have some problems with the games aesthetics, particularly when it comes to clothing (both male and female variety).


same I really want to like it, but I hate falling for the "it gets fun once you _____" . When I don't see exactly when that happens. It feels like wanting to like it too much, and realizing the game just doesn't deserve it despite how beautiful it is, and the combat, without fun monsters to fight, is pointless
omocho on 2012-02-25 10:11:25 UTC - view
ITT: complaining about early game content as if it were the entire game

If you don't find Tera fine, it's likely that your tab finger is itchy and you may need to go satisfy it elsewhere.


thats the problem

En masse is smart, they know you are supposed to make the beginning of the game last and make it amazing, smashing it out of the park.

Teras early game just makes me wonder why I want to play this game. It's a seriously critical flaw.
Edited by: testagaggg about 1 year ago
EDIT: After much thought I found the huge blunder and flaw En Masse and Bluehole made. They tried to shoehorn a quest system in for "western appeal". They should have used their imagination and creativity and realized the noob island, the early zones, are horrible for quests, but fit perfectly for "Public Quests". This shoehorn ideal all westerners want is "quests" to level is the root cause of the lackluster pve, combined with terrible quest design which is party unfriendly. By using 10 year old standards and stupid thought processes like "just add quests for westerners" the game suffered.

I am a huge fan of Tera, first of all, but not a blind fan. Tera is just not fun to play. My only motivation while playing is hoping for some payoff in the end of whatever I'm doing. Not for the sake of doing what I'm doing. There has never been a single moment while playing tera where my enjoyment level as been high enough to warrant to want this game to be my hobby.

The only psychology pull is not "more enjoyment' but rather "I'm going to have fun soon, just wait!". We all know these problems, Quests, the monsters themselves being extremely boring, etc. I don't see the actual point where things come together and blue hole actually puts the pieces together to make something worthwhile.

Yes the combat system is amazing, but there is nothing all that fun to ever combat. The pvp system for beta is something they would fire you for bringing up at most other companies. Yes let a lvl 27 go one shot lvl 11s in lumber town all day, amazing guild vs guild.

So the question is, will it be worth investing the time, the effort to get to some point where the game gets fun. The answer is most fans, and players will. Because promising something good later on works, it's been a staple of mmorpgs forever, even from before the games come out they are hyped with new systems, promises etc.

The fact is i'm done with promises of having fun sometime soon, so Tera is not for me.

I'm sure even the people at en masse see this problem as well, but the game is simply not fun at all, and promises of fun at some unspecified point in the future is not enough for most players.

sadly for that reason I'm out. I absolutely love the art style, characters, and even classes, but I can't play a game that's not fun.
Edited by: testagaggg about 1 year ago
TWO PVP SERVERS PLEASE

DONT CAUSE SPLIT GUILDS/PLAYERS DUE TO QUEUE TIMES OR EXTRA SERVERS GOING UP.
Having a second server set up to go up an hour later is NOT a good solution. It just splits up friends and guilds.

we see on EU huge queue times, lets use some foresight and avoid that.

2 PVP servers for NA CBT2 at the START please. I want to play with my friends, not split up like what happened CBT1.
Backup servers just split up groups, friends, and guilds.

Half your friends will get in the first server and already got to lvl 11+

half will be in queue and end up on the 2nd server.

It's not a good solution, let friends play together! If you have a 2nd server ready to go just have it up from the start.
btw this is mainly because EU Tera pvp server has insane queue times as well. I'd rather not see the same predictable problems happen here as well.
I'm really worried about server queue times on the only PVP server as everyone will want to at least try it out. Please have plans for more than 1 server or something. I really want to test out the PVP in order to stay pre-ordered and server queue times with 1000 in line will really kill it for me.

Please En Masse, create 2 PvP servers for this weekend.
I really did not enjoy the "newbie island". The list is very obvious but the combat is too ridiculously easy for a lot of people's taste. The quests are basically the worst drivel imaginable with fetching, killing X of Y, and most importantly you spend most of the time running around looking for open mobs, or delivering something.

Alternative Systems:

I think an alternative leveling system for parts of this would make a lot of sense. A sort of area with repeatable quests, very hard monsters for the level that actually fight back, and similar leveling speed to going through the boring story with the same reward at the end (getting off the island).

Basically sub-areas within the newbie zone with a lot of really tough monsters and a repeatable quest giver. So players that would rather face a high difficulty monster instead of fetching things could advance through this method. Teaming up would be heavily beneficial and the mobs would be designed for 4-5 players.

I would love leveling up this way instead of fetching/traveling/ fighting to tag mobs.

Sadly the as is quests are worse than simple grinding, that's how horrible and unimaginative they are. Also the areas are so mind numbingly easy there is no tension at all.

As a trial player, not really committed or all that interested I quit of boredom many times and felt myself thinking "how horrible is this game" while on the newbie island.