Posts by Senorita

    No. The lock on mechanic is already perfect.

    Stop giving them stupid ideas when it is not necessary.

    Well, I just gave you an example of where this mechanic presents a flaw – desync – and also how it could be prevented – 'click, hold to aim, release' instead of 'click, aim, click again'. This not only eliminates a repetitive step, but also prevents you from having to click a third time when desync occurs. Anyone with more than two functional brain cells knows that nothing can ever be perfect when it comes to game – or software in general – development.


    Stop posting stupid replies when it is not necessary.

    They should remove any lockon mechanic, so people have to aim.

    I don't get it, are you making the 'if the skill isn't aim and shoot then the player is bad' kind of argument? I would agree if this was an FPS game with decent skill and action prediction but it's clearly not.


    Not to mention there are so many skills – not just the lock-on type – that aren't "aim and shoot", you'd have to essentially create a whole different combat system if you really want aim and shoot only. Plus this is not the only proof of skill, and definitely not at all the most meaningful when it comes to healers in MMORPG titles with no regard for skill/action prediction.


    Maybe getting rid of lock-on skills that aren't healing/cleansing/buffing type would be a good idea, but let's not try to reinvent the wheel here. This thread is about a simple suggestion that involves reworking/improving an already existing mechanic, not about completely taking it away and not giving any suggestions of what should take the place of skills that use lock-on mechanic.


    If you wanna keep talking about removing lock-on skills completely, feel free to start another thread and share your ideas of how this would be implemented. This thread is about reworking/improving the lock-on mechanic only so I don't intend to focus on other suggestions that involve extreme changes from now on.


    For what reason would you like heal only one player?

    Use Apex Skill man, they are great and fun.


    Anyway i as healer never had any problem with healing group or specific player, in my opinion healing in this game with apex or withoud it is very good and dont need any changes. Better have 2 steps for healing because less chance to make mistake and healing is easy anyway.

    Not sure if you're familiar with Mystic but your main healing combo should be Titanic Favor (lock-on) and Boomerang Pulse with either Heal (recommended) or Chain if you're struggling to keep your own HP at 100%.



    When only one player has low HP and the whole party is scattered, you'll probably want to TF -> BP -> TF. There is absolutely no point in targeting other players when only one of them is distant and needs to be healed ASAP.


    I also don't have a problem with healing in general, which doesn't mean the current lock-on is perfect. For instance, having to click, aim and then click again adds another step which can be mildly tiring after you've done it so many times. Reducing unnecessarily repetitive actions is a very important part of designing skills for games.


    If other players wanna use the current lock-on mechanic, they could always add a toggle option under "Game" or 'UI Settings".


    Anyway I don't even know how often – if at all – suggestions posted on Gameforge's forums are taken into account, considering most of the changes seem to aim at KTERA.

    The current lock-on mechanic can be a bit tricky, especially when you're trying to quickly heal/cleanse single targets. I've been thinking of an alternative way to handle lock-on and it occurred to me that I've already seen it before.


    There was a game I used to play – that I can't quite remember the name – where the lock-on skills would work like this:

    • Let's say you have the Mystic's skill Titanic Favor mapped to LMB
    • You hit LMB once and hold it down
    • You target the players you want to heal
    • Lastly, you release LMB and the healing will be applied


    This would be a much better alternative when you want to heal single targets or a group of targets that are close together. It might actually be a better alternative in most scenarios, and could even help against desync issues where you hit the lock-on skill twice in a row aiming at a single target and it will only register as locking on when you hit it the second time.

    You can sell fishes to the Association Fishmonger, which will give you those tokens/tickets/whatever instead of gold and then you can buy Noctenium Elixirs with it. There are also fish cards which you might need and achievements if you might wanna complete them. Sadly I think those are the only purposes of fishing now.


    They did this to get rid of fishing bots. I guess it works but I still think the rewards for fishing could be better. Adding more useful rewards that can't be traded or sold to merchants would give players a reason to leave their characters fishing while also keeping bots away.

    Since other servers had a head start because the event started before the NA migration, are there any plans to extend the duration of the event or give us some help to get more BP before December 1st?


    I know I could buy Tera Thalers to... Buy Tikat so I could... Buy more Battle Pass which would finally let me open the 100,000 BP Gold chest with the Gold Key that I would have to... Buy with more Tera Thalers but


    I think you get the idea. I might be old-fashioned but I remember a time when events would require players to either wait/do some work in-game OR buy the rewards. Instead, this event makes us have to do both and if we don't pay even more we don't even get the final rewards. lol

    [...]writing on this forum has been useless for years and it'll continue being useless so the only reasonable things left to do at this point are to either quit for good or try and keep it together because the playerbase is just going to shrink and Gameforge doesn't really care about that. Once the game won't be sustainable they'll just stop publishing and Krafton is already working on another game so they also couldn't care less.

    [...]

    Huh... Which is precisely why we're warning new/returning players about the P2W and grindy aspect of this game?


    Someone asks if it's worth to start playing or to come back, we say maybe – if they're OK having to deal with a huge gambling system that's creeped into every single part of this game – and you go all white knight mode for a company that couldn't care less about you?


    We won't drive new/returning players away by telling them the truth, Krafton and Gameforge have been doing that for us.

    As i wrote multiple times already i came back in October after a break of 3 years i guess. I'm far from being addicted to this game.
    I've checked both this forum and reddit before downloading the game and while i do agree that the game requires grind/dedication and it's full of people paying to skip progress i don't find it so unplayable for what regards PvE.

    I've already wrote a detailed post above, not gonna explain more.

    What about people shitting on a game and yet posting on the forum without constructive criticism ? Are you mature doing that ?

    You're struggling to separate the roles of players (customers) and company.


    Players can share their concerns regarding the current state of the game without having to present any suggestions and that's still constructive criticism. The companies that develop and publish the game are the ones responsible for taking action when it comes to how the economy, gearing system etc. will be handled.


    Also, let's not pretend players started sharing their thoughts about the P2W and gambling aspects of the game just now. These companies are fully aware of what they're doing but they sure as hell appreciate when some players try to undermine the importance of having a game that's not a huge virtual casino.


    We spent 6 posts in this same page talking about how p2w is the wrong definition and how stupid it is to drive new players away just because you grew bored of it and here we go again.

    You're the 3rd problem of this game, in order:
    1) Krafton
    2) GF
    3) Toxic community

    Ah yes, pointing at the obvious flaws in this game that have been ignored by Krafton and Gameforge. Such a toxic behavior.


    The P2W term has been explained to you multiple times so I'm not going to answer that.

    Wait what??? You don't think spending hundreds of dollars to "UNLOCK" some "FREE" items is a nice deal?


    What did you expect on Black Friday? Actual sales? Pffft


    /s

    Kaia server you said right? I'm interested in this individual's profile. I happen to have an alt there, would you mind if I contact you, so you can refer me to this person? I'd like to greet back and see if having a friendly conversation is possible or it's an AI.


    Also for your suggestion definitely very interesting, since there's a 120 character limit on the blocklist. It would be cool if you could use the same system for the friendship list and include accounts instead of characters.

    Hi yes, absolutely.


    It's really weird because every single time I came across this person I would instantly receive a "hi" whisper. After ignoring it I would start getting spammed with "hi", which is why I started blocking every username ending with that same formatting.

    Blocking single characters is not particularly useful when people can have many other characters in the same account. Can we please be able to block the whole account and not just the character so we don't get spammed with nonsensical private messages?


    This person ending with the same name on every character kept spamming me with "hi" every single time, even while running dungeons. If you're from Kaia server you probably know who I'm talking about because I heard from other people that he/she does the same to them.


    So I decided to start blocking every single character I've seen ending with that same name but sometimes I still get a message from this person when they create other characters. Would be nice if we could get two options like "block character" and "block account".

    I love my main character's haircut for many reasons but also because it doesn't have cat/bunny/etc. ears.


    Issue is: it still has a tiny tail. I can hide it with some costumes, but most of them still keep this weird little white thing poking through. Can we get a Shop item – similar to the stylist haircut coupons – that lets us remove tails from an Elin character?


    I just got this Midnight Party Dress which looks really nice, except there's a tiny part of this fricking tail poking and moving from one side to another which looks ugly and fake as hell.


    Make it 500, 1000 TT, I don't care. Just let me remove this ugly thing. While you're at it, let us remove cat/bunny/etc. ears from Elins. There are so many decent haircuts ruined by giant furry ears.

    Does anyone know exactly how that Aura works? Can you replenish 100% HP/MP every 5 seconds even while in combat mode?


    Also, are we ever going to be able to buy the First Moon Lotus Dream again? It was sold by Gameforge before NA joined Gameforge, but they took it from the Shop.


    For anyone interested, it's a box you open and has a 50% chance of giving you the Second Moon Lotus Dream. You open this one, then you have a 50% chance of getting the Third Moon Lotus Dream and so on until the Eighth Moon Lotus Dream, which may give you this:


    https://teralore.com/en/item/201244/


    That's the item that players with Tier 9 and 10 TERA Rewards were supposed to receive. If that works even in combat mode, it's one of the most broken Shop items ever. Otherwise it's OK I assume, so other classes can recover their HP after a fight without relying on a healer.

    Oh, I think I missed that one. Thank you for quoting it.


    There are also these sources:

    https://teralore.com/en/item/246539/

    https://teralore.com/en/item/201244/


    The 30 minute cooldown seems to be related to Lotus Blessing only (+3 Attack Speed and +5 Combat Movement Speed). What makes this thing extremely overpowered is the Prismatic Lotus Aura, which restores HP and MP to 100% with a 5 second cooldown – I'm assuming the HP and MP replenishment is instantaneous.


    Why would anyone think selling a healer skill to any class that wants to use it would be a good idea? What's next, selling Thrall skills or Balder's Vengeance in loot boxes too? This is extremely disappointing, there wasn't something that made me actually consider quitting the game until now.

    Players who used to have Level 9 and 10 TERA Rewards are supposed to be compensated with these. My questions are:

    • How does one acquire this if they didn't have Level 9 or 10 TERA Rewards?
    • Is there a difference between the Golden and Moon Lotus Aura? The FAQ used so say players would be rewarded a Moon Lotus Aura but they updated it to Golden Lotus Aura.
    • Is there an official source where I can check exactly what these can give?

    From what I hear it's a P2W skill that comes from the 8th box from a series of boxes called Moon Lotus Dream where you open the 1st box with a 50% chance to get the 2nd box, then same for 2nd box and so on until you get to the 8th box which is where the skill comes from.


    The issue is I can't find these boxes anywhere, or any announcements regarding them ever being in the TERA Shop or even basic descriptions like the advantages it gives. According to TERA Lore, the skill increases Attack Speed by 3, Combat Movement Speed by 5 and "restores HP and MP up to 100%. But it doesn't mention cooldown. Does anyone have a screenshot of these? Or any source that isn't third party?

    Note: keep in mind this feedback is based on my experience with the NA (EME) build, some things may work differently here but I believe most of it is about the same.


    User interface is a huge part of any game, especially when it comes to MMORPG. I'll start by saying that TERA's UI is actually much better than most MMORPG titles I've played. It's not overloaded with dragon art all over the place, or huge spherical jars representing HP and MP bars. Players also have quite a lot of control over the interface, which you'll rarely find on most other MMORPG.


    With that said, there are definitely things that could be improved in my opinion. I'll highlight the ones that concern me the most.



    UI scaling


    As I stated before, TERA gives a lot of control to the players when it comes to customizing the UI. But giving too much control can sometimes be an issue.


    One of the best examples is UI scaling. Players can change the scale of the main UI and also separate elements with increments of 1%. This means some combinations will inevitably end up with bad results because of blurred icons or text. The text itself is also scaled with every 1% change, which makes most scaling options show distorted text.


    There's also an issue related to scaling where certain values will result in an odd number of pixels between the LMB and RMB shortcuts. I know it may seem trivial but it's a sign that UI scaling hasn't been dealt with properly before it was released.


    Some scaling values will also result in the same shortcut tray having different sized icons and spacing between icons. For instance, the left/right trays may have icons that are 32x32 pixels and others 33x32 pixels depending on how you set the scaling values, as well as different values – like 2 and 3 pixels – for the gap between icons.


    My suggestion would be to test all different scaling options on the most common resolutions – 768p, 1080p, 1440p, 2160p and maybe a few others. Then based on the results, limit users to the options that won't end up in distorted UI elements. Maybe add a bar from "small" to "large" with the recommended options, as well as an option to toggle the old scaling system on and off for players who use atypical resolutions.



    Snapping and alignment


    This is another issue related to players having too much control over their UI. Sometimes I find myself struggling to align elements such as the HP/MP bar to the lower center of the screen, so having the option to snap elements to the middle vertical or horizontal axes would be very welcome.


    Having the option to snap UI elements to other UI elements would also help with customization. You would be able to quickly snap the bank/companion storage to your inventory or pocket tab instead of having to adjust every single variation in pixels until you get it right.


    I actually created a ~1 hour sketch to suggest how the snapping feature could work with the shortcut trays. There's a bunch of elements missing, but then again this is just a sketch for something I'm not getting paid to do. lol

    • To allow the player to snap the left and right extra shortcut trays, I moved the previous/next tray buttons to the area above the LMB/RMB shortcuts.
    • The button to toggle the left and right extra trays was also removed. Instead of being a permanent toggle button as a part of the main tray, they would be those simple left and right arrow buttons on the main tray. If you click them, the arrow buttons disappear from the main tray and you get the left or right extra trays. To disable the extra trays, all you have to do is click that X.
    • The left and right trays would still have a click and drag button, and with "UI snapping" enabled you would be able to snap them to the sides of the main tray. If you move the main shortcut tray, the left and right trays would stay attached to it.
    • This concept also shows proper scaling and alignment, with no distorted icons such as 33x32 pixels or different pixel values between icons. Of course the icons themselves look blurry because I resized them quickly with Photoshop.

    And yes, this is based on a screenshot – with disabled UI – of the last few minutes we had in Kaiator (EME server). 😥 RIP



    Disabling elements


    While we're at it, how about being able to disable/hide UI elements? For instance, what use do I have for the XP bar on my Lv. 70 characters? Or the Quest Tracker after completing all main and region quests? Quests that appear when you join a dungeon aren't particularly useful. I know you can shrink the Quest Tracker, but having the ability to completely disable it through the Options window would be great.


    I also have no use for the huge Elite (TERA Club) or Founder (Veteran) icons. I'm not sure if you can disable them or if Gameforge servers show them at all, but I'm assuming it's the same as it was on EME's NA servers. I know that I'm an Elite/TERA Club owner because I can see I have the benefits without a huge icon to remind me of it. I also know that I have a Founder (Veteran) status because, well, it's permanent isn't it?



    Locking all UI elements in place


    The lock icon which turns red when enabled is currently only capable of reminding where you left the UI element. For instance, if you close your bank window and the lock icon is disabled, the bank window will appear at the default position next time you open it. If it's enabled, it'll appear where you left it before you closed it.


    But this icon should serve another purpose: it could be used to prevent unintentional reposition of the UI elements. In addition to remembering the last position of the UI element before the player closed it, enabling the lock icon would completely lock it in place so the only way you could move UI elements would be disabling the lock icons.


    The chat and minimap windows work like that, I don't see why we shouldn't be able to do the same to Inventory and Pocket Tab, Bank, Special Storage (the pet bank, I'm not sure how it's called here), Trade Broker, Skills, Card Collection, shortcut trays and so on.



    I'm sorry for the wall of text, I tried to keep it as concise as possible. I know the chances of such features actually being implemented are close to zero but in case someone from Krafton/Gameforge sees it, here it is.