Display MoreDo you guys notice that all this debate between you are baised arguments vs baised arguments?
Besides those baised arguments there are other hard data that can tell us what times were the best for TERA, that hard data point out inmediatly to TERA around 2014-2015 but as always people here will try to tell others that their thoughts are the truth, not even "real data" they can share or other people can investigate.
Get real, if you guys think that your own idea of a classic server 2012 is the best, that again failed world wide on launch and had to make a lot of changes in the first year the game was released, then there is no hope for you at all.
Other games have successfull classic servers because their old times were even better than their current classic servers. What would be of TERA if we take that into account. Launching with 11 servers per region (Korea, EU, NA...) and then before the first year Korea was cut to 2 servers, before even half a year EU and NA were cut to 2 and 3 servers (where NA didnt merged their RPG server because GMs whims). Had to pass from a P2P model to a F2P model because they couldnt sustain with the amoun of money they got from that player population around that time. TERA even launched on China to be shutdown less than a couple of years after its debut.
You guys have to understand that the game you are so in love with already failed, taking the same idea with no changes will get most likely the same end, a failure. However from all the time line we had on TERA there is one time where game popularity was great, game population was high, dungeons queve were fast, battlegrounds were active every day and you could see people in open world in most areas; that era was 2014-205 era.
That's not even true though. It wasn't just the 2014-2015 Tera that had popularity. Not sure why you keep saying that. I was there from 2012-2014, checking in on updates once in a while into 2015.
I started in late 2012 and saw the ever growing popularity of the game since all through 2013. Just because it peaked around 2014-2015 and then began dropping back down shortly after doesn't mean the 2014-2015 had the most enjoyed content AT ALL.
The focus should be on the content that drove UP the popularity, not what FLAT-LINED the popularity to a peak followed shortly by a decline.
Not sure why you keep blindly equating when the population peaked to the most enjoyed content.
As you can see from World of Warcraft's history, a similar game, the peak popularity happened in the 2nd expansion and then began to decline, yet most people liked WoW vanilla's or 1st expansion's content the most.
"wEL tHe 2nD eXpAnSiOn HaD tHe MoSt PlAyErS". Yeah and then it quickly began declining because people holding out for hope that the game would go back to being great again began to quit after they realized what was happening to their beloved game.
Same thing with Tera.
Though your idea of "Fate of Arun lvl 65 expansion skills mixed into the real vanilla" isn't half bad. But I think enabling previously disabled codes (for example Nexus) is easier than bringing over new codes to an earlier version of the game. Though I'm no programmer, maybe when they remove content they deleted the codes from the current game data, so whichever option would require the same amount of work.
Yeah I think more people would honestly prefer the Classic core mechanics with those skill changes than the Fate of Arun core mechanics trying to adapt backwards to Classic Tera content but leaving in the skill changes.
I must admit, the patch I want truly isn't an honest classic server, but that was the easiest label to use when talking about it.
I guess from now on I will refer to it as "alternative Tera" (or something along those lines).
Yeah probably for the best.
*EDIT*:
Pardon me, but I forgot to mention one of the most disgusting additions to Tera that came along with the level 65 (Fate of Arun) patch. Something which is also conveniently never mentioned by the 65 patch advocates.
Possibly even MORE disgusting than the entire combination of crafting changes, introduction of overpowered and gender/race-locked Reaper class, and the removal of nexus and so many beloved instances.
I'm talking about the Vanguard Request menu which shows the locations of quests and has a teleport button to your quest areas including to dungeons/instances.
This bloated, intrusive menu was single-handedly responsible for reducing the once populated world of Tera to an abandoned wasteland. People wouldn't actually adventure out into the fields doing their quests or travel anywhere.
It disgustingly cut out the world's immersion completely.
So yeah. I'm obviously not a fan of the level 65 patch as many other Classic Tera fans aren't, and to think a Classic Tera server that has level 65 patch content and mechanics would interest Classic fans is just stupid.
Even if SOME things from the level 65 patch or onward are technically more balanced or better, these slight improvements are heavily outweighed by the terrible game design choices that came with them.
It's way easier to convince Classic Tera fans to replay one of their old favorites the way they remember it being, despite having a few flaws than it is to convince them to play some alternative hybrid patched Tera.
For example, yes Classic Tera fans were well aware that the Mystic class was mediocre compared to Priest for support capabilities. We knew they were not equal, but it didn't matter, because the rest of the game was brilliant to us, and we universally enjoyed making fun of the mystic. Everyone just knew not to play a mystic if you wanted to be taken seriously. There was no problem. It was a great time because the rest of the game was great.