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E3 2011: TERA – The Political System

Richard Cox Posted:
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General Articles 0

The developers of TERA have created a new combat system to differentiate this MMO from the other games on the market.  Called “Real Action Combat” it’s meant to blend the control of a console game with the style and types of play typical in MMOs.  So no more tabbing to hit the next target for anyone, including heals. Focused and attentive play becomes the standard rather than only for those high end players with their macros set on the mouse rampant in so many games.  You use your mouse to target and to cast or throw your most common attacks. Your left hand moves your avatar as well as controlling keyboard commands for advanced attacks and heals. The system does seem to work well, though takes a bit of getting used to. The demo had the option to use a console controller as well, which may end up being the better choice over mouse and keyboard controls.

For the demo I played an Archer, one of the two ranged DPS classes. The archer has a nice blend of solo attacks and a few AOE type shots. The framerate was smooth and the graphics were exceptional, even in a game that does have a lot going on at the same time.  The developers did make The Archer experience different than a typical ranged DPS. The real action combat adds a new dimension to class.  It pushes some of that heart-pounding adrenaline rush of PVP into PVE combat. Movement is a must and that makes targeting very challenging in the heat of battle, especially when your tank is yelling at you to pick up those adds before they gank the healer.

I typically play healer in my MMOs and TERA has added a new twist there as well.  Healing spells also have to be targeted.  No more just looking at the UI until your eyes bleed.  In acknowledgement of the priority needed for heals to hit as well as the type of players who typically gravitate towards healing, the targeting is a bit “softer” than for DPS. While some heals have to target a single player, many spells are area effect. The area heals have a helpful blue circle on the ground to indicate to players where those zones are located. Unlike typical MMO area effect heals, it doesn’t automatically hit all the players in your group. Players actually have to be in the blue circle to receive the heal. With the fast paced action inherent in this type of combat system, healers will have to do more than hit the target: they will need to anticipate where other players are moving and coordinate with them.

Another interesting twist in TERA is the collision detection.  You can actually run into the monsters and get knocked around by players and foes alike.  Group tactics can include “boxing” a monster in to allow more effective targeting and damage. This was pretty fun though a bit alarming to watch the dragon’s tail swipe knock your avatar across the field.  I liked the sense of realism it added to the combat though.

The Real Action combat system also allows for more advanced group dynamics. A tank’s shield will not only shield themselves but other players as well. The medieval “shield wall” becomes a viable tactic in the TERA combat system. This is the first time I’ve been able to play TERA and the game does have a deeper feel for combat than traditional MMOs. The combination of amazing graphics and fast-paced action makes TERA an exciting game to watch and I’m anxious to play more.

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RJCox

Richard Cox