vsTerminus's Post History

JadeKnightblazer on 02/12/2013, 08:18 AM - view


This is the very reason to promote world exploring and not sitting in cities or towns :p



Not until exploring turns up a bunch of the NPCs I need for organizing my bank, checking the broker, etc.

On top of that, standing around in the middle of a field while I remove inactive guild members and accept new pending applications is probably going to get me killed.
Sigh.

So many beautiful places in this game that I simply cannot stay in any longer than I have to because of that NPC spam.

Kaiator is such a cool city, but I can't have a conversation with the people I run into there because the recruiters won't shut up.

Dragonfall and Elenea are totally out of the question.

Even Bastion, which isn't as bad, requires you to double check every message to see if it's a person or an NPC babbling about a book.

I find myself faffing about in the low level towns when I have things to do, simply because there is no NPC spam there.

NPCs should really be in their own channel, or just not appear in /say. I'm fine with the popups over their heads, that's actually neat. But when they spam up my chat box, it's annoying as hell.
It'll be just like when reddit goes down:

"Oh, reddit's down. Better check reddit."

"Oh, TERA's down. Guess I'll go play TERA."
knoxxer on 02/01/2013, 12:33 PM - view

Sooo... be on standby after 6am but be prepared to be a bit delayed if something goes wrong.


Will do! Thanks Knoxxer :D
knoxxer on 02/01/2013, 11:48 AM - view
It is a huge update to our platform - even more so than the game - so things can go wrong. We have some buffer to account for this but the goal is for the game to be up at 7am.



We understand, Knoxxer. The concern in this thread is not the servers coming up late, but early.

The window runs until 7 AM, and people are banking on and planning around that time - Not 5 AM because you finished early.
Territ has been struggling with this problem since Beta.

I made a giant thread about it last summer, and it even got some notice. EME told us they were working on a feature to allow GMs to designate a 'co-leader' with the same power as the guild leader, but all we ever got was the PvP permission.

With the cap at 300 I am forced to restrict everyone to a single alt, and kick players who haven't logged in for a while, only to have them come back a few days later and wonder why they aren't in a guild anymore.

We tried opening an overflow guild and linking them with a chat channel, but since you have to manually rejoin it every single time you log in or change characters, nobody remembers and the channel stays empty. You also don't get Join/Leave notifications, and have no idea how many people are in the channel (or who). On top of that, the overflow guild ends up feeling like a ghost town, and they are unable to participate in our /g chat, contribute to Vanarch quests, or otherwise feel like part of the guild. It's just bad.

The easy solution is just to raise the cap. How about 800? That would give us enough room for 100 people to have 8 characters, or 400 people with 1 alt each.

The better, albeit more difficult solution is to make the guild cap be based on the number of accounts in the guild, not the number of characters. (And because I know someone is going to assume this: No, I don't mean accounts should be bound to a guild. I mean that when you join a guild you can only take up a single slot no matter how many characters you join it with. You'd still be free to join 8 different guilds if you so desired.)

The guild list window resetting is beyond frustrating and I often give up and do my inactive player management in the early mornings when nobody is online (since it seems to be guild activity of some kind that triggers the reset).

Not being able to delegate power to my own alts drives me crazy. Someone will ask to have their rank given to their alt and I have to log out, switch characters, assign the rank, log out again, and log back in with the character I was playing initially. It's a huge interruption and there's no reason I shouldn't be able to fully manage the guild from any of my characters.

Not being able to delegate power to my officers also drives me crazy. Nobody can gkick but me. Why? Why can't my co-leader kick people if I want to give him that power?

Unfortunately there are only a few guilds large enough for the cap to be a problem, and then it only affects the guild master enough to complain. That's a population of maybe 10-20 people - Hardly enough for Bluehole to prioritize =/

I'm still hoping we see some Guild management improvements, we could really use them.
YourMother000001 on 01/30/2013, 08:43 AM - view
vsTerminus on 01/30/2013, 08:37 AM
Esterases on 01/30/2013, 08:09 AM

This sounds good in an ideal world, but as more patches get released and more gear becomes available, it becomes practically impossible for someone with the newest tier gear to not have a significant advantage over a fresh 60. It's just the nature of releasing new content/gear. It's called: progression.


-SNIP-
In TERA, a 60 in +12 T14 PVP gear is going to slaughter anyone that isn't also in T14 PVP gear, no matter how skilled either player is. It's a joke.

The gear matters too much. Gear and effects should be greatly scaled back against players - that's really all there is to it. The difference between T12 and T14 should be more like the difference between a level 1 and a level 30 summoner in LoL - Significant, but not enough to make it a no-contest mockery of a fight.


I kill Full Conjunct +12 with Fraywind +9. DONNO WHAT UR TALKING ABOUT.

"The difference between T12 and T14 should be more like the difference between a level 1 and a level 30 summoner in LoL - Significant, but not enough to make it a no-contest mockery of a fight."

LOL. t12 cost 20 gold. t14 Queen cost 25,000gold. t14 Conjunct cost : 37,500 NEXUS credit, 9,000 BG credit to make. ALOT OF EFFORT.
I'm sorry I placed more effect effort and time in getting my gear than you. QQ less.

If t12 can kill t14, with "some skill". Whats the point of getting t14 that cost 1,250x more gold. LOL

Don't be Lazy :\


T12 is the basic starting point of endgame. Level 1 is the basic starting point in LoL.

And reaching level 30 in LoL takes two months of daily play, and buying runes will easily run you 30,000IP or more. That's a lot of effort as well.

In LoL, the fight still comes down to skill. In TERA, it comes down to whomever invested the most time into their gear. The point of getting your gear is to have an advantage, not god-mode. You should be harder to kill, not impossible.

Esterases on 01/30/2013, 08:09 AM - view

This sounds good in an ideal world, but as more patches get released and more gear becomes available, it becomes practically impossible for someone with the newest tier gear to not have a significant advantage over a fresh 60. It's just the nature of releasing new content/gear. It's called: progression.


For example, look at the difference between a level 30 and a level 1 player in League of Legends.

The level 30 player has access to runes, masteries, and summoner skills that the level 1 player cannot use yet. This gives them a significant early-game advantage. For the sake of argument, let's say the characters are frozen at level 3 in game.

The level 1 player is at a significant disadvantage here, but can still win the fight if he outplays the level 30 player by dodging the opponent's skill shots while landing their own. Even without the runes and masteries, a skilled player can win.

In TERA, a 60 in +12 T14 PVP gear is going to slaughter anyone that isn't also in T14 PVP gear, no matter how skilled either player is. It's a joke.

The gear matters too much. Gear and effects should be greatly scaled back against players - that's really all there is to it. The difference between T12 and T14 should be more like the difference between a level 1 and a level 30 summoner in LoL - Significant, but not enough to make it a no-contest mockery of a fight.
Edited by: vsTerminus 4 months ago
Bombasticleese on 01/30/2013, 06:20 AM - view
It does not break the ESRB for various reasons. MW Alkhahest being purchased from the cash shop would not meet the criteria of being deemed even as a simulated gambling description as you are NOT buying a chance at something, rather you are purchasing an actual item that you may do with as you please afterward. Said item is given to you 100% and there is no chance that the alkahest is not iven to you.

It is the equivalent of you buying paint from an art store and then having a chance to create a nice painting.

In addition to that you have other means of acquiring said item within the game without using real money(so far), which instantly leaves the choice up to the player.


There is such a thing as a Real Gambling, but the current state of the cash shop and the game of TERA itself does not even remotely hint at being able to meet said criteria. There may be a few that argue the point of a grab bag, but you're knowingly purchaising an item that gauruntees at least X type of item rather then purchasing a bag that could possibly have nothing at all in it and as it is not done via the in-game mechanics and is necessary or a CORE aspect of the game it will not be seen, judged, or added to the rating of said game.

I can only say this speaking from my experience working with the ESRB.


Quoted for truth.

The grab bags are where it gets iffy, but EME has carefully thought it through by making sure you always get something, even if the desired item is in the grab bag.

By ESRB standards, it's not gambling, but to the user it's no different. We hand over money, and then maybe we get the thing we wanted.

Honestly the strategy is deplorable, and intentionally circumvents the ESRB's definition of virtual gambling.

Alcahest is slightly better in that you always get exactly the number of alcahest you pay for, with no random chances at all. You don't have to use the alcahest for anything - you could just sell it on the broker for gold. In which case there is no gambling involved at all. Most people will use it for enchanting, which indirectly turns your real money into a virtual lottery. While nowhere near the ESRB's definition of gambling, it's still not something I'm proud of EME for doing.

The cash shop should remain strictly personal-convenience items, vanity items, and services. Focus on putting out hats, weapon skins, mounts, dyes (They should totally add hair dyes), and costumes. People love being able to make their character unique, and will spend plenty of money on it if they see value in the purchase.

TERA can do very very well for itself with a Free to Play model, they just have to see passed those tempting short term gains that tend to drive the long-term committed players away - the 5% of players that bring in 95% of the profit, so to speak. I want TERA to show others how F2P should be done, not follow in the dirty footsteps of Perfect World and others.
Naoto on 01/30/2013, 07:46 AM - view
This is just whining about failing or doing bad in general.

Its PVP gear... it by design is meant to give you an advantage...


An advantage, not the ability to roll your face on the keyboard and still win.

Advantages offered by gear should be subtle at best, so that a sufficiently skilled player could still win if they outplay you.

With TERA's gear scaling, it doesn't matter how good someone is unless they have nearly identical gear to your own.

Sure, other games are heavily gear based, but that's also because they have tab targeting combat where skill isn't a factor. TERA is different, and yet gear still trumps all. It's disappointing.