Voice of the Community: Endgame content

  • EndGame content must provide the ability to NOT wanna start another toon in TERA.

    ......The One you love to hate......


    10/31/2011 - Final day of Flawless Shojin, best of luck.


    Final day of glorious CM "Silvanoshi" and CR "Sealath", best of luck to both of you


    who's next?

  • Of course play end game to it's fullest.
    I don't level up my char just to abandon it at max level and start a new one ...
    Hope there will be lots of raids/dungeons to conquer at max level :D


    Cheers

  • And here i should add, that the content should be challenging enough, so that people keep interested while progressing through instances and raids, while they raise their playing skill and gear.

  • Quote from Samael;90526

    And here i should add, that the content should be challenging enough, so that people keep interested while progressing through instances and raids, while they raise their playing skill and gear.



    I'd be thrilled by the need to defeat countless armies of Argons who would gain more AI with each new encounter.

    ......The One you love to hate......


    10/31/2011 - Final day of Flawless Shojin, best of luck.


    Final day of glorious CM "Silvanoshi" and CR "Sealath", best of luck to both of you


    who's next?

  • Quote from woolanoow;90265

    EndGame content must provide the ability to NOT wanna start another toon in TERA.



    that's correct

  • Quote from AlexiusApollonius;90685

    that's correct



    Finally! This day has come! I'm not alone with my arguments!

    ......The One you love to hate......


    10/31/2011 - Final day of Flawless Shojin, best of luck.


    Final day of glorious CM "Silvanoshi" and CR "Sealath", best of luck to both of you


    who's next?

  • Both. I'm going to focus on my main to get her to max level, to find some guild and start raiding asap and in a free time if there's nothing to do on main I'll try few other classes as alts.

  • both, but most of the pvp content interest

  • Quote from woolanoow;90769

    Finally! This day has come! I'm not alone with my arguments!



    i have agreed with you in several conversations...

  • Quote

    EndGame content must provide the ability to NOT wanna start another toon in TERA.


    True, but so far i can't remember any game that was like that. It's either new char lvling + endgame content on main char or pvp on main char + lvling new char, if endgame content is really bad.


    And as much as i would like to believe that Tera will be different... i really doubt that endgame content will be so great and interesting, so at least 70% of ppl won't lvl new classes.
    Need 20 - 30 endgame dungeons with ultra hard bosses and super low drop rate for that. Or ppl will try everything in 2 - 3 months max after they will reach max lvl and that's it, can make new class, 'cause u've seen everything. ^^

  • Quote from Iceheart;91318

    True, but so far i can't remember any game that was like that. It's either new char lvling + endgame content on main char or pvp on main char + lvling new char, if endgame content is really bad.


    And as much as i would like to believe that Tera will be different... i really doubt that endgame content will be so great and interesting, so at least 70% of ppl won't lvl new classes.
    Need 20 - 30 endgame dungeons with ultra hard bosses and super low drop rate for that. Or ppl will try everything in 2 - 3 months max after they will reach max lvl and that's it, can make new class, 'cause u've seen everything. ^^


    end game= heroic versions of the dungeons we played as we leveled that requires keys to enter (droped from bosses or from achievements), solid pvp battlegrounds and/or avaliable frequent open world "battle grounds", gvg, arenas all a must. end game raiding 10-15 man or something similar. inviting and enthralling political and crafting systems.

    anything less and its just wasting space that could be filled with great content

  • Quote from Geno;91333

    end game= heroic versions of the dungeons we played as we leveled that requires keys to enter (droped from bosses or from achievements), solid pvp battlegrounds and/or avaliable frequent open world "battle grounds", gvg, arenas all a must. end game raiding 10-15 man or something similar. inviting and enthralling political and crafting systems.

    anything less and its just wasting space that could be filled with great content


    When you talk about the end game, the first thing that comes on my mind is the video with tons of big argons! That's how the endgame should be like.

    ......The One you love to hate......


    10/31/2011 - Final day of Flawless Shojin, best of luck.


    Final day of glorious CM "Silvanoshi" and CR "Sealath", best of luck to both of you


    who's next?

  • Quote from woolanoow;91459

    When you talk about the end game, the first thing that comes on my mind is the video with tons of big argons! That's how the endgame should be like.


    sure but thats only a small portion of it .... remember aion's end game was tonnes of "big" baluar (forgot how to spell it ... yay)

  • Quote from Geno;91498

    sure but thats only a small portion of it .... remember aion's end game was tonnes of "big" baluar (forgot how to spell it ... yay)



    I have no idea and no interest in AION.

    ......The One you love to hate......


    10/31/2011 - Final day of Flawless Shojin, best of luck.


    Final day of glorious CM "Silvanoshi" and CR "Sealath", best of luck to both of you


    who's next?

  • Quote from Iceheart;91318

    Need 20 - 30 endgame dungeons with ultra hard bosses and super low drop rate for that. Or ppl will try everything in 2 - 3 months max after they will reach max lvl and that's it, can make new class, 'cause u've seen everything. ^^



    No low drop rates, please! I've had enough of Aion! When i kill a hard boss, i want the joy of accomplishment + a good chance at a reward. If the instances are very hard, this fact alone, guarantees that the average guild won't have cleared the whole content in a couple of months. The instances should also scale in difficulty, so that the players start from the easier instances in order to get better gear for the harder instances, and so on.


    Just my opinion. :)

  • Quote from Samael;91615

    No low drop rates, please! I've had enough of Aion! When i kill a hard boss, i want the joy of accomplishment + a good chance at a reward. If the instances are very hard, this fact alone, guarantees that the average guild won't have cleared the whole content in a couple of months.


    thats exactly right.... instead of having the boss drop 5 possible items at 0.005% each why not let the boss drop like 100 different items at 1% each .... i preffer that type of system ... garantees a drop of any kind that could be useful and there are no problems like u have been raiding for 5 hours and have gotten a total of 0 drops ....

  • I believe that WoW's raiding system in Vanilla and TBC was perfect. I don't include WotLK, because raids are piece of cake (besides heroic bosses, but they are just the same content in a higher difficulty).

  • Quote from Liquid;91663

    Think about the causual gamer. Its an aspect more, cause they havent the time to run through the instance like 5-20 times a day and what would be with an ID Instance + low drop rate?


    ID instance... please define what you mean byt that.

    run through instance 20 times per day? are u talking about 20 min long instances or something ... an instance speed ran should take 40 min unless your group is really REALLY good ... for a crappy group anything upto 2 hours per run should be fine

  • Quote from Samael;91630

    I believe that WoW's raiding system in Vanilla and TBC was perfect. I don't include WotLK, because raids are piece of cake (besides heroic bosses, but they are just the same content in a higher difficulty).



    Hm, I wouldnt say that vanilla was that perfect - not until high end atleast. The very first raid instances was sure for 40 players, but only require half of those to play somewhat good.
    The problem with the later raids was that it was so few of the total player base that ever got to see the content.


    The idea of heroic versions of the raids, that was added in the expansions, is kinda nice - even though it may not have been as good as it could been in WoW. I would say that several fights on heroic was very much harder and required different tactics than the normal versions.


    I would like more complex figths in TERA, too and I do hope they will have several phases in the battles.
    It's even better if they manage to make battles so interesting for different roles that you want to create an alt just to experience another class' role in the same fight.

  • Quote from Billy;91690

    I would like more complex figths in TERA, too and I do hope they will have several phases in the battles.
    It's even better if they manage to make battles so interesting for different roles that you want to create an alt just to experience another class' role in the same fight.


    you have a good point here because as it is now a healer for example is not getting much of the fight apart of watching health bars...
    I hope the whole new Battle System in TERA will make up for many very interessting fights
    But I assume that fights will be more dynamic nevertheless


    Also I support the idea of ID instances so you can't do a dungeon X times a day / week so you can gear up faster...
    It makes it feels a bit more balanced for those who can't attend the game 24/7


    Drops should be somewhat guaranteed but there could be some rare recipes for crafting or rare drops which are a bit ahead of the normal loot so you have a reason to rerun the dungeon more often.