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All Posts by Mehve

All Posts by Mehve

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483 posts found
Tera Crafting?
General Discussion « TERA
4/28/12 7:21:58 AM
Originally posted by mastersomrat
I was reading through Teras Site and got tocrafting.  If everyone can make everything, how will the market fair?

The first bit of crafting is dead easy to level up, since you can get through entire tiers by simply refining the the stuff you gathered. In fact, that's exactly what you want to do, since the stuff you can make it pretty much entirely inferior to what the main storyline quests give you, or the dungeons/BAM drops provide.

Later on, the craft levelling has to come entirely from making actual stuff, so the number of people bothering will drop off sharply. Especially since there are some disparities between what the monsters drop and what you need for a given crafting level. Supposedly, at end-game, the crafted stuff is actually viable, but the number of people in a position to craft it will be much smaller than right now.

Also, starting with today's headstart, they also removed the lucky/fortune/destiny eggs, which were the primary source of pots for everyone. Alchemy just got A LOT more useful.

TERA buddy keys
General Discussion « TERA
4/25/12 9:38:48 PM

First come, first serve.

Originally posted by CujoSWAoA

I enjoyed the gameplay of TERA. But I couldn't get past level... 7?  The quests and mundane world were overwhelmingly uninteresting.

This. Echoed by a lot of people.

The game simply wasn't doing a good job of pushing it's selling points early enough. The average gamer is going to take 4-5 hours minimum before they hit level 20 and actually start to experience the "good" stuff. Waaaay too long in this day and age. Honestly, they should have pushed out these improvements and had us testing them in the closed betas. Could have made a notable difference in the press received thus far.

Although to frank, speaking as a big fan of this game, it's going to take a MIRACLE to make the quests more interesting :)

By and large, good stuff. Moving some of the early quest NPC's is a nice touch too - less walking around is always welcome. Although I'm a little annoyed that they make no mention of being able to place buy orders, to replace the removed pets.

It certainly has potential. It's not a big stretch either, we already have bosses with "Breakoffs", where you either hit a specific point, or use a specific kind of damage to create an extra item drop. So I can't see there being a big issue with acceptance.

It would also add an extra aspect of strategy, if a character's primary damage means threaten to destroy a valuable drop. And of course, the inevitable class discrimination extending to whether or not the class might destroy a valuable drop.

We're in a lull right now. Sick of what's out there, and the promising titles have yet to arrive. In other words, people are bored. And not like this forum isn't sour about everything on its good days.

General Discussion « TERA
4/15/12 12:01:36 PM

The game pretty much defaults you to channel 1, except in cases of severe crowding. If you want another channel, in the event of too much competition for monsters, there's usually a second one available. But you're going into that channel under your own power.  Things generally have to get fairly crowded before they start auto-redirecting to other channels.

The game itself, save for the instanced dungeons and the two halves of the world on each side of the ocean, is seamless. You can travel between everything and everywhere on foot without seeing a single loading screen. You can see other zones if you look off into the distance from a good vantage point. When you're using the flying horse travel method, you can look down and see the actual mobs and players walking/fighting below you. In this area, the game has nothing to apologize for.

And yes, there are open-world dungeons. We've seen two so far in the betas, one weighted around lvl30, the other around lvl33 or so. They're full of BAM's, bosses, world bosses, and you'll never see a loading screen as you head into them from the open world.

Interesting idea, although I think it's primary function would be to troll other players, by seeing how miserable you could make their dungeon experience before they finally killed you :) Shout? What shout? Zerg the healer!

And you really couldn't make it worth anything special, because there's an obvious avenue for exploit when humans are controlling both sides of the conflict. Neat idea, nonetheless.

Well, if you're going to raffle off a game case, this isn't a bad choice. It's not a flagship beast like some of the top-tier stuff from Silverstone or Coolermaster (for example), but it's a solid case that works well. And would probably be a BIG step up for many users.

Originally posted by GeezerGamer
Originally posted by Slampig
Originally posted by MMOarQQ

Every Western kid is raised with the mentality that he's special, so of course all we special people have to be just as special; no more, no less.

This one made me laugh. For real?

So if everyone is special, then who is special among the special? I suppose westerners being special all starts in the education system. Reminds me of when my daughter was in Pre-K Soccer and they didn't keep score because none of the kids were any good and they didn't want them to feel like losers. So then I guess this must be what we call Special Education.

Bashing kids for not being "First" can have detrimental effects to development - we've verified this repeatedly. But in classic Western form, we've gone right over to the other extreme now, where everything is acceptable, and you win by having a pulse. It's one thing to praise someone put putting in a good effort, even if it didn't result in a win, but you need to incorporate encouragement to improve further, which we generally fail to do. MMO's are just followed suit.

Originally posted by Banaghran
Originally posted by Mehve

The problem is that PvE ultimately centers around people killing something with 1) a limited variety of logical actions, and 2) with a massive health pool. And in the vast majority of games, this is generally done through active manipulation of the AI, turning it predictable enough that an otherwise impossible opponent can be defeated. Otherwise known as "The Holy Trinity".

PvP, on the other hand, involves killing people who are 1) capable of behaving illogically, instinctively, and unpredictably, but 2) have a much smaller health pool. Thus, a move that gives you the opportunity to take off 0.5% of a boss monster health could be fatal to another player. A move that causes a boss monster to target you will be completely ignored by a human player.

Completely different environments, in other words. And it's virtually impossible to design classes/movesets that are equally effective in both, without major modifiers being present in the background. The ideal solutions is to design completely seperate rulesets from the ground up, but that takes effort, which is why it never happens. The best we can hope for usually, is to have one of the two (PvE or PvP) be very well set up, and just endure how crappy and imbalanced the other turns out.


Neither 1) , 2) , pvp different from pve or  the holy trinity are mandatory, we have just become so accustomed to the wow-style game system, that we for the most part cannot imagine anything else.

Flame on!



Don't get me wrong, I agree. But the number of MMO examples that don't use the Holy Trinity are extremely few, so by extension, the MMO player's crying for balance/fairness are almost certainly playing a Holy Trinity-sponsored game, with all the model's shortcomings. It's the reason GW2's been using it as one of their selling points, and I'm certainly hoping it catches on in future design.

Been screwed over way too many times in the past by undelivered promises. At this point, nevermind whether I pre-purchased or not, I consider the onus on the developer/publisher to be willing to let me play their game if they expect money from me. In fact, this extends to any single-player games too - demo or gtfo.

I suppose that this is horribly arrogant on my part, and I know I didn't have this attitude 4-5 years ago, but it's pretty much a necessity now. There's no overseeing commission in existance, online review sites are thoroughly untrustworthy and usually incompetant, and online word-of-mouth is suspect, with the IQ of a concussion moose. Game companies repeatedly and consistantly fail to deliver on promises, and suffer very few meaingful consequences from it. So the only protective barrier left involves experiencing the game personally - before purchase.

So yeah, I'd better get beta/pretrial/whatever access if I go to the extent of actually putting money down for it. If they want to call it a "beta", go right ahead. I'll even post any bugs/glitches that I manage to find, even if I don't particularly believe it'll accomplish anything. But fair warning - deep down, I'll probably be treating it as a finished product that will help me decide whether it's worth anything.

If you can replicate the problem consistantly, it's probably not static. Besides which, static tends to break electronics for good. PSU isn't impossible, but strikes me as unlikely - USB power limitations are very low, and pull from the 5V rail, which is rarely loaded in modern computers. Does the video resume working immediately after you plug the device out?

My next move would be to check all the involved pins - especially the USB headers on the motherboard. If you have multiple headers available, perhaps changing over to a different one?

Originally posted by Cthulhu23
Originally posted by Deron_Barak

Dungeons are at the bottom. Keep in mind these are only the instances.

Thanks for that link.  That actually looks pretty damn cool for endgame content.  Didn't realize it would have that much at launch.  I was under the impression that this game would lack some content initially at endgame.  

Man, I had a lot of misconceptions about this game.  

It did. All those failure stories about the KR and JP versions? True. End-game content was a serious issue then, and they were bleeding subs like their throat got cut. But since then, a lot of new content was made, and we're getting it from the very start. As bizarre and unlikely as it sounds, the NA/EU version seems to have actually learned a few things from past mistakes.

Defense Grid hits a real sweet spot. The right amount of variety, refinement, and action. Even the DLC levels are surprisingly solid.

Sanctum is a good TD/FPS hybrid, if you happen to be into that sort of thing. Although sniping is a little too powerful, and it's a little DLC-heavy if you don't find it on sale.

Revenge of the Titans was a washout, in my opinion. $5 that I regret spending. Just had a grating feel to it, not smooth at all.

Defenders of Ardania was another real dull one, and the gimick of counterattacking with soldiers just didn't feel interesting at all. It's got a demo available, can try before you buy.

Well, the no-brainer is to try the open beta next weekend. It'll cost you 25-30GB of download bandwidth, but you'll get a chance to play the game (with added NA/EU content that wasn't present in closed beta) and get a feel for the game.

The level grind is far less than the stereotypical Korean model, and it wouldn't be hard for you get into the lvl20-30 content, which is where the game comes into it's own.

A big part of the their long-term success will be improving the initial game experience. Way too many people giving up before getting to the better stuff, thanks to some fairly lame starter stuff. It's comforting at least, that the issue is recognized and steps are being taken to improve it. I think I'm actually looking forward to running the start island again, and seeing if I can feel the changes.

I take the view that, for the money invested, and the IP it was built upon, it flopped. Considering other recent failures, it should have been child's play for trained analysts in a long-established company to red flag issues and strongly warn that the game's release state would be shooting the game's potential in the knees. Considering what else people can be convinced to buy with the SW name on it, an opportunity to actually interact within the IP's universe should have been a license to print money.

At this point in time, we SHOULD be debating stuff like how many months are left before all the initial costs are covered. Or whether the toilet seats in BWEA-land will be plated in platinum, or merely gold. Mind, similar can be said about STO. The fans of these IP do insane stuff. Getting them to pony up $15/month for a good period of time should be dead easy.

Originally posted by bishbosh

so you are saying some classes should be more powerful than others? can you explain why you want it this way.

i cant seem to understand why you want a game to be imbalanced.

The problem is that PvE ultimately centers around people killing something with 1) a limited variety of logical actions, and 2) with a massive health pool. And in the vast majority of games, this is generally done through active manipulation of the AI, turning it predictable enough that an otherwise impossible opponent can be defeated. Otherwise known as "The Holy Trinity".

PvP, on the other hand, involves killing people who are 1) capable of behaving illogically, instinctively, and unpredictably, but 2) have a much smaller health pool. Thus, a move that gives you the opportunity to take off 0.5% of a boss monster health could be fatal to another player. A move that causes a boss monster to target you will be completely ignored by a human player.

Completely different environments, in other words. And it's virtually impossible to design classes/movesets that are equally effective in both, without major modifiers being present in the background. The ideal solutions is to design completely seperate rulesets from the ground up, but that takes effort, which is why it never happens. The best we can hope for usually, is to have one of the two (PvE or PvP) be very well set up, and just endure how crappy and imbalanced the other turns out.

Originally posted by bishbosh
Originally posted by CujoSWAoA


It has to do with PVP, which is one of the things that needs to be removed from MMORPGs all together and be given their own games and their own little holes.

PVP should not be in MMORPGs.




"lets remove an excellent form of player interaction from a massively multiplayer online game because im a professional sissy"

Translation: "Let's remove something that causes more design and community problems than it provides in benefits." Seriously, MMO PvP is the butt of all gaming PvP. For every genuinely interesting fight, you get 99 instances of zergs, ganks, griefs, or class/gear-stomps. And the two groups who complain the loudest are the non-PvPers and the ones who get off on the 99 instances. Removing it is actually a surprisingly sane idea.

At any rate, the reason people are so worried about "Balance" and "Fairness" is because your standard MMO today focusses far too much on the aspects of competition and achievement, the ease of which is highly dependant on class strength. There's less socialization than ever, exploration and creation are both quite limited.

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