Posts by RQSE

    I thought some things were good ideas. I thought other things were bad ideas. I never used credit card so I have no losses. My credit card was ready if things would have started looking healthy and good for the long term. Things are what they are. Regardless of everything else, thank you for leaving up some servers for people to play on and thanks to the forum team for letting people vent and talk.

    @ Mitoi
    Thanks for your thoughts Mitoi. I am glad to see other people talking. Even if the idea is never implemented I think it's fun to talk about ideas for the Tera game sometimes.

    "Haven't you made posts saying you would rather have long dungeons runs"
    I did mention in this patch thread:
    This is probably the worst mmo gear patch I have ever played (rant post)
    (post #60)

    that I would rather not play with cheaters even if this meant "3 or 4 extra minutes in a dungeon". It's true that I typed that. My answer would be that I don't think a person should be allowed to kill a boss in an extremely unbalanced and/or distorted amount of time (which is why I supported the boss protection suggestion in the last patch) but I also think a countdown timer would be good for reasons such as the examples I wrote in post 1 in this thread. In other words my opinion is there is an acceptable balance for time spent in a dungeon which is somewhere between TOO SHORT= "That is very unbalanced and I waited 10 minutes to play 10 seconds" vs. TOO LONG = "I have been in here for 13 minutes and my hands are geting tired and I really deserve my 1 loot box now".

    In regards to bots abusing a timer, I had not thought of that. I should have mentioned in post 1 that for a timer to continue counting down I would say there needs to be at least 1 person alive at all times (just like a regular dungeon). I don't know if bots could automatically respawn or not. That is an unknown for me. However, if people's cheater bots do auto respawn in dungeons then yes it seems like afk cheater bots could abuse a countdown timer for loot. Good point.


    Thanks for posting and giving input/thoughts. Also, sorry for all of the edits in this post. I get impatient and walk off then I have to go back and adjust sentence structure and etc. :thumbsup:

    Suggestion 1:
    A timer begins counting down at the beginning of a dungeon boss fight. It looks like this:

    https://i.postimg.cc/fWrR22gx/P1.png

    When this timer expires the boss dies. The party is then rewarded with loot normally.


    Suggestion 2:

    Let the dungeon stay open longer or possibly just remove the dungeon lock.


    Suggestion Benefit Examples:

    Benefit Example 1:

    How it is:
    2 friends want to play Shadow Sanguinary. They wait for 30 to 50 minutes then turn the game off. ;(
    How it should be:
    2 friends want to play Shadow Sanguinary. The 2 friends (1 Healer and 1 warrior) then teleport to the dungeon entrance and play as they like with their strategy of choice. Each boss is dead after 5 minutes due to the timer. The two friends collect loot as a party normally would after 15 minutes. :thumbsup:

    Benefit Example 2 (Dungeon Lock example):
    How it is:
    A player that is doing really high DPS in fusion lab is (5 person party) is mad because a new tank is struggling to hold aggro. The raging player then turns the game off in frustration. The party kicks and recruits a new team member but the healer is mystic which is unable to pull the new party member into the dungeon. The newly recruited party member is forced to wait and watch while the other 4 party members struggle for 8 minutes.;(
    How it should be:
    The newly recruited party member simply walks into the dungeon and joins the fight. The new party member has really low DPS and has no idea how to use skill rotations and has very little gear knowledge. This is okay because the boss will die in 5 minutes due to the timer countdown anyway. :thumbsup:

    Benefit Example 3:
    How it is:
    I want to play and my dungeon queue just came up but I don't know if the party can finish the fight in 10 minutes because I have to get ready for work in about 15 minutes. ;(
    How it should be:
    I want to play and I have 15 minutes and I know if the party does not kill the boss in 10 minutes the timer will so it's good. I can play then go to work. :thumbsup:

    Benefit Example 4:
    How it is:
    My fellow friends, we cannot find a tank for an hour now and there is no way I am going to do any middle tier dungeons without tank because our DPS drops to poo when we have to constantly run for our lives and chase a boss to hit it. ;(
    How it should be:
    My fellow friends. There are no tanks left in this game because you are all cowards. However, all we have to do my friends is teleport to the dungeon entrance and go in and then fight until the timer runs down. We then get our loot. The timer will lead us to victory. Let us play this content as one. :thumbsup:

    Benefit Example 5:
    How it is:
    3 total noobs enter catacombs. They only know how to run and press 2 or 3 skill buttons. They run in circles as they are chased. 1 quits. The other 2 noobs don't know how to recruit but they keep fighting. Finally the priest realizes 8 minutes into the match that she can use plague of exhaustion debuff the boss which raises the noob attack over all by .004%. This will lower the dungeon completion from 13 minutes down to 12:36. etc. etc.
    (lol. yes, it can get that bad and it happens everyday). ;(
    How it should be:
    My fellow noobs, no matter how bad you may be remember this: the timer will save you. In the end, one chest with one precious frost flower pollen gear piece will be yours. I swear it. :thumbsup:

    Benefit Example 6:
    How it is: no one in my guild is online or geared up anyway. I have no one to play with.;( I am going to lost ark. See ya.
    How it should be: I will teleport to these dungeon entrances and play these middle tier dungeons alone like a boss and explore this content on my own for fun. The timer will give me my loot after 15 minutes. Life is good. :thumbsup:

    _________________________________________
    Example recommendation timer countdown for bosses:

    Macellarius Catacombs: 3 minutes is about all a noob will tolerate fighting these bosses. Especially the first one.

    Thaumetal Refinery: 3 minutes each. If they can't kill that Gorilla in 3 minutes they really probably need help before they uninstall and go to lost ark (if they haven't already).

    Fusion Lab: 10 minutes.
    Forbidden Arena: 10 minutes.
    Shadow Sanguinary: 5 minutes each = 15 minutes total.
    etc.

    A quick note on dungeon locks:

    Removing the dungeon lock completely could be exploited by staggering apart timers on dungeon fights then inviting friends to dungeons right before dungeon timer counts down. My recommendation would be to extent the amount of time before the dungeon locks until about mid game. By then most of the rage baby drops have already rage quitted and other players are not punished.

    Closing:
    Thank you for reading my suggestion. I feel that this will really open up the patch and let people explore content a lot more. I think this would be of extreme benefit at this point in Tera's life cycle due to the continually dropping player population, long queue times (sometimes no tanks, healers, dps ,etc.).

    Feel free to discuss the idea good or bad. Thank you. :thumbsup::thumbsup:

    Well I will say something here in the conversation. There's people that have never messed with scripts (or cheats). Some of those people in that same group DO NOT care to try to talk to other people who DO KNOW what's possible with scripts (and cheats) because we/they have no intention of ever using those methods of play.

    So if a person was to make fun or laugh at someone who does not know about scripts it would actually pretty sad because that would be like a person implying they are in a higher standing in the conversation because they do know how scripts (cheats) work in a game.

    For me personally it's my 3rd patch in Tera and I have never enjoyed playing with people that use unnatural methods of play. Several of them think that you should actually thank them and praise them for their DPS. I have never thanked them and I would rather spend an extra 3 or 4 minutes in a dungeon and play with people that don't cheat. The people that don't cheat are actually usually more chill. It's often the cheaters that start throwing a rage baby if the tank can't hold their distorted aggro or if the group can't get in a clear in X minutes. I'd rather just play without them.

    Furthermore, I view cheats and p2w as a possible reason for the devs making dungeons longer in this patch. It's hard to know what exactly happens but we all know it's a business and they want to try to find ways to keep you in the game and ways to want you to buy something. One of my suspicions is that they saw people clearing the previous patches fast (mostly the p2w and/or cheaters) so the idea occurred to them to just make the patch more grindy + more limited content (less maps) so people would get bored/frustrated and be more inclined to buy something to be able to play more content.

    Again, I think it's actually a good thing if someone doesn't understand scripts (I don't either). Also, yes, (in my opinion) it's very possible that scripts and p2w are possibly one of the reasons that contributed to the creation of this long grindy patch. If you pay to win or cheat to clear the patch in 2 or 3 weeks, they are just going to thank you for your money then make the patch just as grindy so might buy more stuff again on the next reset. Again, it's a business. It's funny seeing the shiny p2w/scripts in Highwatch that cleared the patch in 3 weeks then think they stand there all proud as if they really believe they are outsmarting the devs and getting ahead in the game. I'm not against donating to help with server expenses but I feel like turning Tera into a trap game with limited content (2.5ish end game maps) unless you do a life time of grind or go p2w (or cheat) is a negative motivator to get people to spend money. It's sort of unethical to me. A service should try to get you to donate for enjoying your time and for providing a good service to current and potential customers, not for donate$ p2w (or cheat) because they made problems with their service on purpose (limited content/extreme grind).

    My feedback would be to say that the game should look at the highest dungeon you are queued in the instance matcher then if no matches happen within a predetermined time period a parcel is delivered to the player with corresponding enchantment materials (and possibly a bit of gold/faded coins).

    Example A:
    1. A new player queues for Macellarius Catacombs
    2. The timer reaches 15 minutes in the instance matcher
    3. A parcel is then delivered to the new player containing 5 faded coins and 1 Frost Flower Weapon Crate


    Example B:
    1. A player queues for Fusion Laboratory
    2. The timer reaches 15 minutes in the instance matcher
    3. A parcel is then delivered containing 5 faded coins 1 Frost Flower Weapon Crate and 1 Stamina Seal

    Example C:
    1. A new character in Tera queues for Bastion of Lok (level 20)
    2. The timer reaches 15 minutes in the instance matcher
    3. A parcel is then delivered to the new character containing 1 item that automatically raises the character's level by 1 and 5 faded coins

    I feel Tera players should be rewarded for spending time in Tera waiting for games when they could simply go play something else that is more active. The amount of wasted time without reward is currently enormous. Thank you for reading my feedback.

    I think that everyone should write what they want and read what they want. I think it's true that long posts do turn off some readers but from the beginning of my time here I didn't think my posts would ever matter very much no matter what I wrote or what style I wrote in. For that reason sometimes I choose to write long posts. No one is ever obligated to read anything I write. I don't even care if mods read it or not to be honest. Mostly I am just saying what I think in the moment and sometimes talking with other players. I'll probably adopt your recommend writing style and write a short and concise post if the time comes when I feel our words have value on the topic at hand.

    1. I said the same thing but over about 4 or 5 posts with the reasons explained on why I was saying it.

    2. The mods here in the forum seem kind over all and I have seen them take action on things they can influence but their power over all seems limited in any influence they have on the game as a whole. It seems mostly this is a forum put in place to give the illusion of the ability to communicate to people that control the bulk of the game content.


    3. A couple of people said in the toolbox discord that the koreans felt that players were getting clears too fast so in this patch they wanted players to spend more time in their progression. I have no idea if that is true or not.

    4. If you look in some other games this same thing is happening where players have 2 options:
    1. Pay to get through the content more quickly
    or
    2. grind an obsessive and unrealistic amount of time (for a working adult) to get access to high quality equipment/access to content.
    So basically it could be a business decision to get people to pay to have access to content. This is one of my personal suspicions.

    The whole game is a mess though really. It's a ram hog and just sucks up more and more ram unless you run windows 10/11 which seems to stop it from sucking up memory. I left my game on last night and it was using 15gb of mem after being on for 6-7 hours on my windows 7. In the game itself we speed run through the bulk of the content when trying to get to level 70 to join the other players in Tera. Then you hit end game and play the same 3 maps for 300 rounds +. to get some decent equipment (as a free to player). It's just bad design skipping so much content just to get to play with others then having little content at the end when you can actually play multiplayer dungeons. The weapon system is messed up too in my opinion. The range in terms of DPS is too big. Top gear can kill a low level dungeon boss in 16 seconds. Bottom gear might be whacking on it for 3-4 minutes. That range just gets amplified against tougher bosses. Noobs will be in long dungeon 15-20 min. Scripts/pay to win will finish it in 3-4 min. The DPS/aggro range on gear should be smaller not only to create more equality in DPS but also for aggro balance. A noob tank with beginner gear trying to learn and hold aggro against a script/pay to win? Yeah right. You can forget about asking noob tera tankers to donate to server expenses because that's not fun. I can barely hold on to aggro by the skin of my teeth myself in fusion lab against the scripts/pay to win right now and I am not new. I fire off those moves like a machine gun just to hold on. It doesn't matter in the end really. Funny game. Funny elitist community mindsets where people thinks they are automatically game lords above all if they get good gear. Lots of balance problems everywhere ruining experiences. Pollen material spam like mad from banyaka for p2w players. Not a small amount but ZERO pollen from banyaka for free to play players. Not sure who came up with that 3 person dungeon idea. It seemed like it could work on paper but if you log on and play the game you'll see it's not cool when the party is unbalanced. In a game with active devs reading community feedback, that probably would have been adjusted on about week 3 of the patch because a lot of people complained about it. I don't think any of this will be fixed this patch but I would be first in line to offer an apology if I end up being wrong. Keep the chin up and try to have fun with what we have left is about all you can do if you want to hang out in Tera. There's still fun out there for free to play players for sure but you definitely have to figure out how to deal with balance problems to protect yourself. For example, for me I will NOT bring priest or lancer into catacombs usually not DPS either. My DPS is getting strong enough now to where I can sort of solo in a reasonable amount of time for 2 noobs but I don't like to be chased by the boss on my DPS for 5-10 min (lol). What I will do is I farm the pollen with my mystic a lot then I send pollen to other characters. I get the power boost from the auras so the damage is reasonable then you can also heal. I am willing to possibly tank on a healer for two bad players for those two guaranteed benefits in a 3 person dungeon. My mystics saved my butt this patch (it's mostly the volley of curse mechanic specifically) or I might have rage quitted trying to get equipment to be able play a few maps in this patch. ^^

    https://postimg.cc/VJsbr6Wx


    The map progression in this patch is bad. People don't like running around like monkeys in 3 person dungeons. Other people have said it. The queues show it. Couldn't queue ANYTHING last night with double loot off. 20 minute waits to find 3 people of ANY class.


    The first 5 person dungeon/map you can actually play (fusion) is too long and too hard for casual free to play players trying to learn and too grindy for regular free to play players trying to gear up.


    The pollen for the pay to win players in the banyakas treasure was not really that helpful to the patch because many of the pay to win players had already separated into a higher tier of DPS/aggro pull away from the free to play players. I thought giving a little bit of pollen or materials from banyaka was going to be for everyone, not just p2w players. BAD idea. That's just going to create a bigger divide between pay to win and free to play players as if we needed that. I've written posts about high gear players (sometimes p2w) not having a reason to play and help new players. Why not just throw banyaka pollen at the p2w players... yeah... that will encourage them to play with other new players more. That's a good idea: of the 40 people queuing dungeons in the whole game, why don't we try to separate them all out in their ability to play games together. Yep, that's smart.

    Free to play players need gear too. If you guys could throw a little bit of loot for enchantment from banyaka's for the free players I wouldn't complain any about that idea. You know... if you could make it fun for the free to play players........they might suddenly throw in some money too. xD

    Somehow I never thought we would have less maps being played regularly in this game and what feels about like twice the grind. Who waits for an HOUR to play the same 1 map while trying to gear up?

    Look here is your answer. Here's the number of players on in Velika. Look you can almost count them on 1 hand.
    1 2 3 4 5 6. There's your velika playerbase:
    https://postimg.cc/Fdjk2JxB
    6 people.


    The thing is, this dungeon/end game map progression is not built good. You have to keep in mind NO ONE plays the story dungeons regularly while leveling up in this game. Basically leveling up is like training to show you the very basics of how to use your class then End Game is where the game really starts because that's when you start playing with other people. The first thing you did is you made the first 2 dungeons the new players see not have any proper formation because they are not 5 man dungeons so people don't experience 5 person play there. That's where they are supposed to learn how to use their class. Then the first dungeon you have them playing 5 person is what used to be a middle tier end game dungeon in the last patch. It has multiple mechanics that overlap and really that dungeon was always too hard for casual players and new players and it still is otherwise there wouldn't be an HOUR LONG QUEUE to play it. The map progression is built wrong and it's too grindy. If you guys ever decide to fix this and need testers, I volunteer to test the map progression and give feedback if you actually were to read feedback from the test team. I've been on testing teams for games before but had the developer ignore the whole test team's feedback in more than one game. Not first BBQ, not stupid.

    I think what's going to happen is that since there's no mods playing the game that can mute him (I guess?)... I think they think it's easiest to let him spam the game's chat box for 2 or 3 days (or however long) until he is satisfied rather than them PM their tech team (if they have one) and get into working on moderating chat and item duplication issues (this guy has a MILLION megaphones).

    Does anyone that is a MOD for the game know that a guy has been spamming the chat box with megaphones in the NA Velik server for like 24 hours? I think it's a bot program doing it.


    (screenshot was removed)

    Well Vanli you called me a comedian as your first reaction when you replied to me in this thread. He (Levin) called you bad and said something about your butt. I think you read about maybe half of what I typed. I read about... 2/3 of what you typed. I guess it's normal forum stuff. I mean if someone signs on and writes on a forum it's usually because they are mad about something.

    But anyway my casual opinion is also that I think they should add one dungeon right there between TR and fusion lab as well that is a 5 man casual. Something you can play with bad gear and something that's easy for a new little tanker. That's my opinion.

    So my wish list would be:
    -5 man catacombs (adjust boss HP appropriately for 5)
    -5 man TR (adjust boss HP appropriately for 5)
    -1 casual 5 man dungeon before fusion (something sort of easy for the tanker to learn better tanking)
    -Fusion 20% lower boss HP
    -Complement system added back in (adventure coins) so the top gear players don't feel a total loss for helping the new players and they can do their speed runs and show how big their swords are for the moongourd.

    -I would also add that Gold Caimen back in because that was so cool to maybe get 1 purple piece of gear or purple accessory or maybe 2 extra pieces of yellow gear if it popped out of the boss. That was so much fun to be on guard in case the gold caimen surprised the party. You could make it like...15% chance each dungeon for it to pop out of the boss and just keep it in the whole patch. That would be a major win.


    I would be really happy with that. That would be quite nice. Would donate to keep the servers up 100%. Once again, this is just my opinion. I would be really interested in reading anyone else's wish list for the current dungeon progression (if you would change anything) in this patch. It's sort of fun to talk about.

    My argument in the feedback section Jimmy was that they should just switch up TR and catacombs to 5 person dungeons. Just a place for new players to learn their class post apex with a proper formation where they don't really need too much gear and can still grow their character and make some money to upgrade it (belt, brooch, mask, accessories, gear, etc.).


    The 3 man stuff works fine for us oldies but for new players it's rough sometimes with certain parties. I've been in more than one situation in those first 2 dungeons where I was basically soloing the dungeon by myself for 2 noobs. I don't mind it. I was happy to help. However, they die 8 or 10 times and they have had enough. The healer is not there to help cover up their mistakes and let them learn. They don't understand. They get frustrated. Multiple times have I seen them rage drop in the middle of the dungeon. It's not about how good you are or how much you can help them. it's that they don't understand and they are not having fun. It often doesn't help them to send them 10 links on how to get good either because most of them just want to play a little bit. That's it. They don't want to get a bachelor's degree in Tera. Maybe they have kids. They have 1 hour to play their little archer. Maybe learn 1 or 2 things on the side. that's it.

    My argument was that what would help them more than anything would be to just have normal 5 man formation in those first 2 learning dungeons (or any easy dungeon) so that they can use their class properly-ish and learn in those first 2 dungeons how things work while they get stronger.

    That's what I wrote in the feedback section anyway. If you guys have a different view on what would be healthy to do there I would be interested in reading it.

    You do not even know me

    Well several of us here don't know our in game names so really some of us don't even know who each other are in game so let's not get into drawing swords and measuring length when we don't even play together much.

    For us, the thread is about the patch in general and gear in it whether it needs adjustment or etc. I feel like the patch is ...okay-ish..... but it could be better and a lot more healthy for the community for the reasons explained in the lengthy posts I wrote above (if anyone even cares).

    If you guys feel the patch could be better in some way or what problems you have with the patch I think that would be more interesting to read for viewers rather than any of us getting into measuring how long their Tera sword is. Let's just talk about game balance and game progression for players and things like that.

    Well friend, my belief since I have came to Tera on day 1 is that we have to provide a path for our noobs because noobs are what turn into medium tier players and die hard players (and credit cards and whale server providers). If you can't hook a noob into a game by letting them act stupid and play bad while still making progression and growing stronger then they are just going to leave and then we have nothing eventually.


    I consider the instance matcher one of the main features of the game. To tell the community to outright dismiss it to avoid having to help new "exceptionally bad" players just shows all kinds of problems in itself and I know the reason you are not shy to say that is because that's actually what most people think.

    By the way, I also made a post in the feedback section about 2 weeks ago SPECIFICALLY mentioning this exact problem that old/experienced players don't have a reason to help or play alongside new players in this patch (not that they ever do but still). I recommended partial adventure coin compensation like the last patch. I know that's almost a joke to people who really know how to play tera but at least "I tried" (lol). I view this as problem because in tera (as you know) you have to talk to and watch people better than you to learn and progress. Without a reason to play together this stops the limited number of people from making games happen and keeping the game active. As you pointed out: why should anyone play with a bad player? I mean it doesn't make sense to do so in this Tera game unless an individual just likes to help others or is feeling generous. You're actually right.

    But still, since my philosophy (again) since day 1 is that someone has to help them (our noobs in this patch) to create ..the game being played and not a ...totally....dead game (lol).... yes sometimes I "suffer" for a bit and help and occasionally train a student for a bit and that sort of thing. Hopefully people helping each other has helped keep tera alive a little bit because Tera is sincerely a good game over all and worth 1 play through.

    But anyway friend you do you and I will do me. That's what games are for is having fun. I have fun by helping others and seeing them progress and learn. I just wish this patch was a little bit easier on our new people. In regards to the 3 minute fusion claims: I didn't think you would showcase you text claims but it's fine. I didn't really care that much to be honest with you I just had a different opinion and chose to speak my mind. :S