Posts by Nayru

    Grow up and quit your bellyaching if you don't have any actual arguments to complain about.

    The actual arguments have been described I believe, some of them being:


    -Lack of appropriate action on cheaters

    -Detailed reports including video proof becoming "useless" according to the op

    -One way communication between the management team and the community

    -More transparency required

    -Years of feedback apparently ignored

    -Accurate list of bugs still not being tackled in the game


    And the reason we are so mad and dont explain things in a calmly manner is that we have already done that SO MANY times and they dont give a fuk about what we have to say.

    You don't have to take words for this one, a simple check in the archives suffices to see how feedback has been provided and managed so far.


    Meat shields; like I mentioned earlier.

    I've also got experience in the customer service area and I can relate it's certainly like that at some point, thankfully most of the people working there are not being enslaved into choosing this particular job/position. I'd say most can imagine this is a part of what it takes to get paid in that particular area.


    If people seriously run into people on the weekend bragging about memeslashing and gameforge not working on weekends, screenshot all that and send it in with the rest of the evidence, it'd be a big help.

    People talk about this not only on the weekends, but on the daily in multiple channels, you could say by now it's a known fact within the EU community and not a novelty thing.


    At this point it is widespread that no action will be taken by Gameforge representatives on weekends, no matter the level of cheat. Unless it's something which affects the cash shop, in which case it's arguable when would actions take place.


    Many players from different guilds have claimed to have sent reports concerning cheaters at some point, videos and screenshots of them are well distributed between the pvp community and easily accessible.


    There isn't a lack of evidence whatsoever and should there be you can contact me for some more evidence on this as I'm sure I could provide it. Also this evidence can be backed up by more people that have been present to Civil Unrest.


    This particular evidence, is reproducible and something that you can check yourself by making an account in Mystel, leveling it up, getting into a participating guild that has at least 4 more members coming that did quests and joining Civil Unrest, any Sunday.


    All of the above steps too complicated? Fear not! As video evidence can be manipulated, I could even stream it for you if we get to the point where such verification is necessary.


    I can confirm first hand that memeslashing is still happening on the weekends with proper times, locations, name and all of the necessary proof.


    this actually is concerning that they're just sitting on it.

    If they are just sitting on it, then yes it is really concerning, unacceptable and something should be done about it asap.


    We tried it over years to be polite, we tried to communicate with gameforge, we did many suggestions, we did suggestions everyone would be happy with, we tried to fix problems, we organize our own punishment system for cheaters in pvp discord cause gameforge dont do it.

    I don't believe communication can happen smoothly if we're not being polite. I also disagree about everyone being happy with the mentioned suggestions, as a fast example I was not particularly happy about just having one channel for PK.


    However, I do agree on the part where there have been several constructive threads forwarding feedback, which seem to have been blatantly ignored and how there has been a certain community effort to deal with this issue due to the lack of sufficient actions on cheaters from our publishers.


    And for the above reason, I believe that even though we shouldn't be rude, we can be more firm than we used to be about communications not working out in a satisfactory way for both the company and its clients.


    It's not encouraged of course but it is also no surprise that people eventually lose their cool after putting their best into improving something which they benefit from, but it's not even their job and being met with some of the replies you can find on these forums.


    If you follow the threads' evolution and see the way things are being handled, you'll notice it would take a robot not to react to it.

    Noctenium is a gas that people inhale in the tear universe to become stronger.

    It's used to become stronger but it has funnier lore origins.


    Some of the quests which are now optional, outdated and related to past alliance content tell you more about the fight for noctenium and where it actually comes from, one of the loading screens up to this day is still based on it (the one with the half disappearing baraka in the center).


    Overall nice starting tips, about the newbie rez (it will ask you for money to use it) just make sure not to confuse it with the standard rez(doesn't ask you for money) then you can use it safely.

    That's pretty close to the template from the support already

    Thank you for pasting the actual template, as I see the only implementable differences if any are including the time of the incident. Regarding fast trouble solving that should settle support's lack of data, by providing them all of the necessary information.


    I don't think people are leaving blank spots in their support tickets, so just remember to add the times in the additional details and that should help get reported users tracked faster.

    Most people here are veterans who can spot a hack immediately, so providing the information needed shouldn't be the problem.

    Oh are you sure about that? Because I would not be surprised if some of the claims from these veterans were not as accurate as they think they are.


    I'd also would not find it any new that these same veterans are prone to selective reporting, since they seem to be so knowledgeable about cheats. I wonder if they are turning in their friends and contacts that helped them acquire knowledge of those cheats.


    Oh wait, they gained this just from game experience of their respective classes and having to deal with cheaters on a daily basis, not like any of these veterans don't play the vanilla game themselves.

    phahaha this knowledge that exeryone already knows and even know where to find)))

    Is that so? I'm afraid I haven't found out the source of the paid knowledge that apparently everyone knows about yet, where seemingly the holy grail of every bug abuse and cheat listed into the game appears. Including new users that are recently getting started into the game.

    The cheats are on first page of google we already know about them.

    May I message you separately to have a civilized talk about this subject that would totally not include you giving me any link or reference on what to google for custom tailored stuff?

    we need Game content to get a higher playerbase , better bug fixing and a lot of other stuff :lol:

    Definitely and also to keep the current playerbase and improve their experience. Guild castles back anyone?

    The details are of course not possible to be shared in public

    I can understand why details about an exploit are not to be shared in public, since other people may gain knowledge about said exploits. I can also understand other reasons such as privacy concerns and false claims to list a few.


    However, the public suffers from a lack of transparency and definitely requires more details, which wouldn't have to constitute any privacy breach.


    To be precise, I would like to know how long does it take to get a user banned upon a cheating report.


    I'm fully aware this is situational and each case is dealt with separately, since it looks like depending on the kind of report some actions seem to take place significantly faster or not to be dealt with at all, so I'll make the question even more specific.


    What are the minimum and the maximum times that a user can get an effective ingame ban/other appropriate action taken from the moment a member of the support staff receives and effectively finishes reading a report with all of the necessary evidence?


    Does it range from 1 minute to 1 year? At which point does a report stop getting looked at in case there's no further reply back from your support team other than that they are working in the issue? Please give us an approximation so we know what we can expect realistically speaking.


    Also does the community have to work as GMs to track down every single account using a cheat of any reported sort; or does support job include dealing with cheats by taking the necessary actions to ensure the proper team will erase them; rather than banning any user and not doing anything about countering the possible cheat for future exploiters?


    Please give us more information, I hope none of these details are something that can't be shared with the public, but if so any other available information on the process that can help the community collaborate with the support team will be much appreciated.


    Also in case you can't reply to these questions, is there any chance I can direct them at support and get a reply from them that I could share with the community? Since most of the communications with support are meant to be private and therefore I wouldn't be able to share this information that many people may be interested in. I'd appreciate any feedback regarding this issue.

    take action when needed

    Unfortunately it's not a minority of the community thinking that the actions are not being taken when needed. Please keep working on this.

    We have raised this topic internally

    Please in order to improve communication, refer to support and your team the suggestion to notify users back and keep them as updated as possible on the process with either:


    -An estimated waiting time for next reply, which should provide an update of in which step of the process the ticket is at (contacting Gameforge team/Gameforge team contacted and expecting reply back from them/Gameforge team contacted Krafton and expecting a reply from both of them) and ask for more details if required specifying which details are needed.
    -A notification that actions have been taken followed by a description of the taken actions and a notification if any further actions will be taken.
    -A notification that no further actions will be taken.

    What i didn't like about this is that you're deflecting it back to the player as if to incinuate that the people who report Memeslash/Memepulse and other Tera Toolbox exploits are not including those details..

    In this regard I'd like to know if any of the users here who reported a cheat received any reply back when the user and/or cheat they reported was effectively dealt with.


    I'd also like to know if any of you received any notification on your report containing insufficient data and if so if you were asked to provide any new needed details, should you have access to them.


    Maybe we can make an updated standard template to report cheats to support, to make sure we're providing enough information so the company can process it efficiently.


    As a fast suggestion


    Reported incident title: Provide a name for the incident that you will refer to in the description

    Server of the incident: Server in which you observed the incident, if you observed it in more than one, choose the most relevant/well informed case here and provide details for the others in a separate template
    Time of the incident: hour:minutes, day of the week, day/month/year (specify if you're reporting from CET or otherwise which timeframe corresponds to your report)

    Ticket sender username: Include the name you want to be referred to during your communications with support

    Description of the incident: Provide a brief and accurate description of the incident as in what is it

    Attached video/screenshot/link for description: Attach the most relevant depiction you can find
    Additional details and important information: In the case you wish to report more than 1 instance of the same incident please add this in the additional details, these includes attachments and stressing out the importance or implications of this incident, plus your expectations on the reply back


    If you wish to report separate incidents into a same ticket, please duplicate the template and use a line to make sure information doesn't get mixed, as an example


    Reported incident title 1: include first report

    Necessary information for incident 1: Add if the following incidents seem to be related or unrelated to this one.

    -------------------------------------------------------------------------------------------------------------------------------------

    Reported incident title 2:

    Necessary information for incident 2:

    -------------------------------------------------------------------------------------------------------------------------------------

    Reported incident title 3:

    Necessary information for incident 3:


    Add as many as you deem necessary if brief and ontopic, or consider keeping a different ticket for each incident if unrelated.



    The final blank template would be as follows below, please feel free to provide your own templates if you think this model can be improved


    Ticket main topic:

    Server:

    Time:

    Ticket sender username:
    Description:
    Attachments:

    Additional information:

    what point does it serve to only give half the players the full skillset in TBA?
    You'd want to give all players the full skillset right?

    Wrong, the purpose of this would be to create a new game mode, not necessarily one that fits into a MOBA, but something new. According buffs/debuffs could be applied if necessary.

    But since it was intended to be a MOBA, that would make it pointless.

    Which is why I place the suggestion of it not having to be strictly a MOBA like the current ones out there, but based on them.

    But the reason they back this claim up with is by saying that it doesn't have action combat

    From what I've read so far in this thread I think their main concerns were they didn't want a "MOBA" system because this entirely changes the difficulty compared to the MMORPG system.


    I think they point out the dynamics don't feel the same rather than that a MOBA doesn't have action or so I understood. It's just not the same to them.

    It doesn't matter whether you have a spell on A or Z or whatever.

    It doesn't matter to classify the game as action combat or not, but in terms of the gameplay QoL matters a lot.

    That you can swap the skills around in the interface or bind them to different keys is layers above that. That's a QoL feature.

    And it's precisely one of the things that's being asked for in order to improve TBA.

    you think if Talyphs got removed, TERA is not an Action Combat game anymore?

    It would still be an Action Combat game but it would lose a feature that makes it unique and different from other games, which is a level of build customization.


    As said before you can remove one feature and not alter the final product, but keep removing one after another then at some point the skewered version is just going to be a resemblance.


    I hope not, this is an open discussion and everybody who wants to contribute in a civilized manner is welcome afaik.


    I really wonder who actually like the game ? I would like to know the argument maybe I've missed something..

    As others suggested before, I'd like it as a battleground if I could get some rewards for the MMORPG game from it not gonna lie.

    In the lore he primarily has the role of a mechanic, which is exactly the role he executes in TBA.

    So how does this relate to existing Tera classes? There's no mechanic class in Tera afaik.


    Are unplayable classes that only exist in the lore included now too?I

    That not every action game has action combat is true, but no one said this and it doesn't matter.

    The combat, not in terms of what system it is based on, but in terms of what the final gameplay experience is, matters to many players though.

    Perfect, so if TERAs battle style changes as soon as you put on a cdr item, or get a cdr buff, then it changes often enough that the changes you get in TBA shouldn't be a problem.

    Try to see the new possible strategies by not being perma staggered from 20 warrior skills.

    Those often enough changes have been found to be a gameplay breaking experience by many users, causing constant trouble and discussion in the forums.


    To which extent those cdr items/buffs change the strategies you need to develop in the battlefield and the requirements to enter it, can determine if people are going to consider they are playing the same game with a few changes, or if they think they are playing a completely different thing now.


    If you introduce a substantial change to the gameplay experience, in this case in terms of how the combat is perceived by the player, as in what it takes then some people are not going to consider it the same thing.


    What elements you can't change from Tera, for it to still retain its original essence and not be something else may be a key point in this thread.

    The analogy fails because making Kumas to Kumasylum only changes 1 side of the party. And if you change both sides, it's pointless.

    Changing Kumas to Kumasylum if you played both of them, changes more than 1 side of the party as the skills of kumas aren't the same in both modes to begin with. Please elaborate why you think this is pointless, I don't fully get you here.

    The only thing you change, by changing skills are the battle dynamics and maybe make it slower. But it is still Action Combat by definition.

    Call it battle dynamics if you don't want to call it mechanics, but I believe this is what we're trying to point out.

    Classic Tera would be cool but Gameforge won't risk to lose their business just to bring back the old times. And i can even understand that.

    I can understand that too, at some point people in the Classic Server are going to want something new and just come back and forth. A stale game that can't progress in any sense may have a hard time satisfying the demands of a MMORPG community.

    the skill system has nothing to do with glyphs or talyphs. Even if Glyphs and Talyphs would get removed, TERA would still be an Action Combat game.

    Skill system describes the physical mechanics of the skills, for example, what happens when you get knock down, knock up, stunned, knock back. What the acceleration is.

    Removing or adding any glyphs/talyphs/buffs/items you name it, into the system means that what a certain skill does may get modified.


    As in with the addition you gain the ability to as an example, get a shield, to reset retaliate and counter a mechanic, to oneshot people or to be able to one combo them if you use them properly.


    Then you're not causing the same effect on your opponent by pressing a key in TBA, that looks similar to another key you may be familiar with in the MMORPG, the new key you are pressing in the particular case of TBA does something different so it leads to confusion, plus some effects you may desire to cause are completely unavailable.


    Having multiple effects available/unavailable to you changes how you play. The change may be big enough to not consider it the same kind of game just by the amount of these differences, because it's requiring an entirely different level of difficulty from the player.

    controls mean how the game is intended to be played (keyboard and mouse) and how your character responds to that. It's the same as in TERA.

    To be clear with the terminology and make sure we're on the same page on what we're discussing, I think for controls here we refer to what skill/action is executed when you press a certain key.


    The difference being that in TERA you can customize them to your liking and in TBA you must go by the defaults, no other alternative given whatsoever.

    They could Just bring FW/alliance back but these were made by the OLD developers! So even if it was good they will never bring it back because it wasn't made by them.

    They have brought back features from the past at any given time at their convenience as they retain the rights to do so, this is no proper excuse imho.

    Lorewise Paesyn should be a warrior.

    And curiously enough if you play it on TBA, it doesn't match the warrior class in Tera at all. Multiverse licenses I guess.

    So to you, the combat style was changed when awakening was released.

    Not completely but partly yes. It was a change that made many people quit as they believed the game became reduced to a simplified one shot fiesta, I believe it opened new ways of playing and strategies. The other class skills didn't get removed in the process though unlike TBA's case.


    It's not the same fight if you can 1 button delete your opponent with ease. Doing it right off the bat (still not everyone can but way easier than it used to be) or having to get used to your class/combos in order to do it makes a difference here.

    Really, the only thing that changes is the number of skills which you can use in combination.

    It's a pretty big deal when some classes completely lack a way to follow or start a kd or stun chain as a result. The gameplay experience changes a lot.

    I was refering to Kumas, so if you want to make the same analogy with Kumasylum: The defending Kumas should have Berserker skills. It still doesn't make any sense.

    Kumas Battlering is Kumas vs Kumas

    Kumasylum is Kumas vs Characters

    Having Kumas using the skills of Characters kills the purpose.

    I'll take this analogy and mention that you could even have a mode of inflated roster TBA classes vs actual characters, I'm now curious of how that could work out if at all.


    But this is actually a good example, since TBA to Tera MMORPG community is like Kumas Royale to people asking for Kumasylum.

    The concept of a MOBA is that you can choose between multiple heroes as a roster. If all of them have "2 skillbars" that's far too much to get ahold of.

    I know this sentence gets tiring at this point but no one asked them to stick to the pure concept of a MOBA, nothing prevents them from taking the concept and making something greater out of it afaik. Besides actual resources maybe.

    The whole concept of TBA is that it's NOT an mmorpg

    Precisely, the whole concept of Tera though, is that it IS a MMORPG, so it's not unreasonable that the playerbase will have divided opinions about it.

    And one more thing... TERA is not a MOBA.

    It is in the Action Combat genre. Two very, very different things.

    Tera has been advertised as this for a really long time now, however the addition of this new so called "game mode", would now make it a hybrid as it's not a mere minigame but a fully thought of as a MOBA mode (this point also being arguable as it's being pointed out in the current discussions).

    and as a moba, where are the items and item shops to gear up?

    In the character selection screen, you have an icon with horizontal bars where you can purchase niveots which are the current closest to a gearing up system.

    I still don't know what the hell is going on objective wise, literally no guide or announcements.

    I think the guide at the beginning of the match is too fast to serve its tutorial purpose and the initial quests could be adapted to improve this, either that or introducing a training room.

    And no one would care if you can't see your own name in 3v3 or corsairs', which is everything that makes your character personal there.

    Actually there are more things that make your character personal there, anything that you change in the character creation (the mode you use when you make a character in Tera for the first time) or as a costume for example.


    Though the supply for costumes can and I believe will be gradually increased, I think what most users would enjoy here is being able to introduce a character you made through the character creation system as your own playable character, like it happens in the MMORPG.

    Tera has a lot of different 'Glyph systems' where you can puzzle together stats, but that's not character progression.

    Actually, I do consider unlocking them character progression with some glyph/talents setups enabling gameplays that would not be possible otherwise.


    As an example, the possibility to reset the retaliate skill.

    You can even buy it with the currency you earned by grinding in the main game as well.

    This is my main concern for TBA, you can use Tera MMORPG currency in TBA, but not the other way around and this is a change I'd definitely like to see implemented. Either having the possibility to buy an object to convert a certain set of points to Tikat, to gold or any other sort of useful token conversion.


    Therefore, spending time enjoying TBA deducts from your Tera progress, while earning Tikat in Tera MMORPG (you can buy it from the broker with the gold you earn in dungeons for example) can help you progress in TBA.

    I guess they wanted more PvP content

    Actually from the feedback I've been reading throughout the years, (which I believe can be checked in the archives to an extent in case anyone is interested) most of the suggestions have been either aimed at indeed new PvP content or some removed content being brought back with or without reworking.

    The characters classes also exactly the same, you can see this by their weapon types. Reaper, Priest, Ninja, Brawler etc.

    This is not fully accurate, what class is Paesyn for example? A gunner or a mystic? Tell me which class uses a wrench as a weapon?

    they resemble the classes concepts

    I find this to be more accurate, if anything those are hybrid classes using skills from actually existing classes.

    This bulletpoint also heavily depends on what your definition of Tera PvP is, which is a very subjective argument to make.

    I fully agree on this point and I have witnessed many discussions around this topic, not everyone has the same concept of what can be considered Tera PvP.


    If you just take the definition of "player versus player" and "related to Tera lore" then it would qualify as such, but under other definitions that contemplate the action combat style with a full 2 rows or more skillbar set(+consumables and customizable slots) as "Tera PvP" then it definitely wouldn't.

    To me it's as much seperated as skyring or corsairs, just added by disabling some skills.

    You do actually use your own account as well, just not your characters of the main game.

    You can use your own e-mail with the limitation of not being able to share neither your characters or your username, which can be pretty unique features to your account that you lose in this process, plus wiping many potential names out of the same database.

    The combat style is absolutely the same, since the amount of characters you control, the mechanics, the PoV are exactly the same and the skillstyle is equal if not the same.

    The number of skills you can use, plus the associated cooldowns to them changes the combat style imo. The mechanics you can pull are entirely different, with actual Tera classes allowing more mechanics to be pulled (or should I say allow more strategies) for a same class in some cases and some TBA mechanics being unperformable by actual MMORPG classes.


    So most of the skills if not all though are imported/reworked though, but the amount, combinations and cooldowns make all the difference, as it's also been pointed out previously.

    How do you tell that Corsair's is a seperate game mode from the main game, when it's integrated in the main game?

    Corsair's as you point out is instanced content integrated in the main game and you can earn stuff there, that you use in other aspects of the game. It's arguably not necessary to play Corsair's though to fully enjoy several different contents in Tera MMORPG such as dungeons or other battlegrounds.


    Refer to my main complaint above about not being able to use TBA earnings in Tera MMORPG.


    Alternatively, as said before, you can use Corsair's earnings elsewhere.

    Which isn't really a suggestion, because it doesn't recognize the purpose of the game mode at all.

    That's like saying "give me my full list of berserker skills in Kumas", you see the point? There is none.

    Funnily enough, it IS a suggestion. Moreover, it has been made before.


    Remember/Did you ever play Kumasylum where people used their own character and full skillset? This has existed already and the suggestion is to simply, reimplement it inside of the game.


    So why not also suggest a TBA gamemode with a full 2 row skillbar? You may think it doesn't fit the purpose of a ready go no learn MOBA, however I'm sure it would attract at least the initial attention of many people, specially seasoned Tera players would like to try it out.


    As for how TBA can be made into a game mode rather than a separate game, I'd suggest either a conversion token shop system or just integrate it into the game the same way in which Corsair's is implemented.


    You can even add a teleportal for it that transports you to "TBA region" without having to split the modes from the first login screen.

    That's the level you are arguing on here: "This is not my TERA"


    The "No one asked for this"- phase was over about 3 days after TBA was announced.

    Now, if you dislike the mode either make reasonable suggestions that are within the modes concept or just don't play it. I'm fine with either.

    I'm here for civilized discussions and to seek implementable solutions that can be forwarded to people working in the future of the game. Hoping for them to be actually applied may be a bit too wild in here, but if the forums aren't the place to provide feedback then please point me to the correct site.


    I think the point of this not being what TERA has been until now was pretty clear from all the discussion already.


    However, in light of your previous comments questioning that some things are the same or virtually speaking close enough for the actual community/players of TBA I thought it wouldn't hurt to clarify the specifics of it, which are raising the main concerns that users are posting about.


    Another interesting point that I'm sure many people will agree on here being that the suggestions being made that could actually fit this mode or any other modes concept are not being implemented. I'm also fine with you enjoying it, dropping it or choosing to provide your feedback or not while you choose to do any of the previously suggested.

    The number of skills doesn't make the combat system.

    Even if there would only be 2 heroes with 1 skill each. And both of these skills are none of the skills in TERA, as long as they use the same physical mechanics it's the same combat system in terms of skills.

    I've gotta disagree here, it may include action, but imo it's definitely not the same combat experience for the player.

    Do you have some actual critique

    I believe the OP has already made some critique in his first post. You can check it in the next quote below


    vvv

    We dont let them play their characters, we dont let them use their skills, we dont let them change the skillbar and the controls

    TBA could indeed be more interesting if users could use their own Tera characters instead of premade champions, an entire skillset and the controls could be customized as they can be in the MMORPG.



    You keep crying for years, finally they bring a new PvP mode and your reaction is

    This is not the progress the community has been crying for for years.



    how its not Tera Pvp if all the characters are basically level 10 Tera classes with their corresponding skills?

    To begin with not a single level 10 character corresponds to the character skills in TBA, take as an example autoattack which every class has in Tera and it's not the case in TBA.


    Even if this is an approximation it's a pretty rough one, I invite you to make level 10 characters of ANY class in Tera and tell me which one fits a character in TBA exactly.


    Tera PvP, at least the PC version of it, has nothing to do with this. The amount of skills you need to learn make it a way more complex system, plus there are many other ways in which you could customize your character's build. If anything it's a MOBA based on Tera's PvP.


    The main reason imo for not considering it Tera PvP, is that you can't link your progress in TBA to the progress in your Tera MMORPG account, which makes it a completely different game rather than a mode.


    Therefore I agree with this quote as well


    vvv

    its clearly outside of the game as something else

    It's a multiverse MOBA game based on Tera. Again it's Tera based but can't be considered part of the game since it's clearly separated from it from the time you login, you can't even use your own account to play it.


    It has the combat style, art style, skills, character classes, lore.. the list can go on

    The combat style and the skillbar are not the same from the very moment that you limit the skillbar, the variety of combos you can pull is severely decreased. The character classes are completely different, they are recycled if anything.


    The art style and the lore are the only connecting points if anything.


    TBA is another equalized BG, just in a different way

    Different way meaning it's not even included in the Tera Battleground matching, so how can you call it a BG if they didn't even integrate it there?


    We could consider it a BG if it was included within the main game as an actual BG, but this not being the case makes it difficult to call it by that name even if by concept it could fit.


    So how do they fix the skillbar? I bet you have good suggestions.

    Following the suggestion of the OP I'd fix it by exchanging the skillbar for the actual skillbar of the existing Tera classes.

    Yeah your answer does nothing other than convincing me that the community of this game is toxic as much as the developers.

    Yes, this is the case. There are nice people willing to help others too though. If you queue instance matching just be prepared for anything.


    Another idea to improve is gathering some people and going for a few LFG training runs to learn a dungeon, this usually helps.

    duels is 1x1 and death matches is 10x10. But what should we do if we want 30x30 50x100 etc ?

    Go Civil Unrest on Sunday, it's as close as it gets at the moment.

    play a other game.

    It doesn't provide the same experience, so it's not a working solution, I'd rather play this one with outlaw.

    is this game worth it in 2020?

    There is no other game like it up to 2020, however if it's worth it or not, is just up to you.


    There are other MMOs out there that could be considered better in some aspects, but overall there's not just a king since each of them misses something, either the grind is insane, they lack certain aspects or the combat is not nearly as enjoyable.


    I'd advice trying and then deciding.

    Is it pay2win?

    Yes it is, though it's not strictly pay2win.


    The p2w factor comes from the rhythm of updates that deems the content of few use by the time you have access to it if you don't cash in and the events.


    There are ways to get most stuff ingame without paying, the game is enjoyable on a casual level though it may be harsh on beginners. On an endgame level if you don't adhere to a certain set of contents and play the broker you'll be probably left behind unless you nolife it.

    should try Shen server (I heard it's dead), or Minstrel

    For ping purposes you should try Shen. However in the past month I saw some Shen players going to Mystel for activity purposes, the PvP situation there in particular seems to be pretty bad outside of Sundays.

    Korean server

    Can't give much intel on the Korean server but in theory that one would require an ID to play it.

    what's the point?

    Tera hasn't shut down yet, that's pretty much it, as long as there's no news in that regard feedback can still be provided.


    Can't wait to see how badly they can mess it up, that certainly doesn't fail to deliver.


    Perhaps because there is nothing to answer.

    How about something along the lines of,


    -"No, there are no plans to reactivate GvG in Mystel for this patch, neither for the next patches so far"

    -"GvG reactivation request for Mystel has been forwarded to Krafton on x day and waiting for an answer, should receive it in about two months"
    -"Forwarded to Gameforge team and waiting for their feedback before delivering to Krafton"

    -"Forwarded to Gameforge team but can not disclose more information on this matter"

    -"GvG will be reactivated with next maintenance, more information will be disclosed in a separate announcement"


    to mention a list of suitable answers to one of the countless posts?

    Let's talk fashion.

    Regarding that, I'd like to add some suggestions


    -Wigs as separate tradeable items, that you can equip and unequip like costumes

    -Separate slots for arms and legwear, not just main costume and head slot

    -Dyeable mounts


    Having a dismount button can seem useful at first, but it may be confusing between combats as you may try to press it again to remount on your last used mount.

    but if you think anyone was asking for the classes everyone has played and mastered over the years to be dumbed down to 6button spam classes then think again

    You should think about both veteran and new players, as well as any other player in between, not everyone got a shot to try different classes in different patches.


    For instance apex was enough to make lots of people quit due to how easy it became, then over time strategies to play around it developed. It was asked to get something new but it didn't kick in for everyone as usual.


    Rather than seeing MOBA like dumbed down classes, I was interested seeing how new classes could potentially be made out of combining skillsets of actually existing classes. Sorcerer-ninja, mystic-gunner just to give two examples, but if you saw the stream you get how many combinations are possible that may, jokes aside, work inside of the actual MMORPG.


    I don't know if that's a terrible or terribly good idea, as Tera has an environmentally friendly tendency for recycling yet it never had a customizable skill tree unlike other MMOs, besides the skill advancement and talyph system.


    Regarding players' expectations for new pvp content, another post in the forum talked about a new class for the console version, anyways I don't think Tera can be at the stage of getting customizable classes when the team can't even complete animations for all races and genders of the existing ones.