Posts by RQSE

    A party with the minimum gear level requirements can do it in between 3 and 4 minutes if the players have a good idea how to play their classes.

    Well we are both free to express our opinions. You have your opinion on what you see. My opinion is you are 100% wrong. Minimum gear (as in a totally new player progressing without cash) would probably be something like the free belt/brooch/mask maybe 1 or 2 randomly bought purple accessores with random rolls and +3 yellow gear pieces. That would be the "minimum".

    I play everyday for hours and there is 0% chance that you can clear that dungeon in 3 minutes with that level of "minimum" gear (not the ace dungeon, the regular fusion lab with a random party). Maybe with a script.... maybe (lol). You're going to have to record it and showcase it for me to believe it. If you can record it and show me I will apologize without question. Until then, your text is just text.

    By the way, I can understand where you're coming from to some degree. I have seen +3 purple gear pieces with really nice accessory rolls, gold relic/halidom (etc.) do nice damage output relative to the map they are on. Nice accessory rolls and +5 gold pieces from prior patches are not the minimum though are they. No, those are old players (usually die hards/try hards often with a touch of credit card). But yes going in with the absolute "minimum" with a random 5 person party and seeing you finish that dungeon (fusion normal mode) for the team in 3 minutes. I would have to see you record it and share it to believe it. Record your screen and run your mouse over the most absolute minimum gear required in your player profile then queue fusion normal mode with random parties. Also, show what toolbox mods/program in task manager you have on if you want to be 100% legit. If finish in under 3 minutes consistently with multiple random parties = full apology from me to you. You gave your honest opinion and I gave mine. No offense taken, none intended. Just honest conversation. <3


    Here's some of me playing since I talked mad text trash:

    I play sorcerer, priest, mystic, brawler, lancer and a touch of zerk all medium to medium high level. I do okay. My play is not perfect for sure but I learn everyday. I already changed up a lot of things from that video there like my opening "burns" (if you want to call it that). I am not pro or anything but I carry a lot of teams over the last 1.5 years (as many of you have) and do my part 97% of the time I play with a team because I feel obligated to provide at least decent team work for a group activity. I haven't recorded anything in this patch yet but I do still play those accounts everyday (for now). I've been around long enough to know that most people who watch that video will say I am a noob because everyone plays different but hey post your own stuff if you can do better with a brawler.

    Anyway, if you want to record your claim I'd be happy to acknowledge your text statements. Until then as a medium to medium high-ish skilled filthy casuaI, I still think balance is off in this patch with the current dungeon/gear progression and could be adjusted in a few different ways. This is only my opinion. I probably won't talk about it anymore and will just suffer or go to other game. I've already made about 6 posts basically complaining about balance in the last month. I have said more than my part and I feel that the staff here in this forum probably don't have control to make those changes anyway. They can mostly only watch us complain (lol). See you in game and try to have fun. Cheers friend. :beer:

    Well I think a lot of people will look at my posts and Sonata's posts and think we're just whining. I admit my writing is not always the most concise but anyway here is what I wanted to say.

    So here is a game I just played. It's Saturday and people are off work so there's a few people on and I am getting a few queues for maps other than the bottom two.


    Now this party in the attachment is currently what I would say is an average to slightly above average party that will come through this dungeon (fusion lab). There are people that do more DPS than this but I would say at this point in the patch a lot of those people would be the credit cards and/or scripters. So basically this is a pretty good party over all for queueing with randoms.


    The lance is from the genjukoo clan or whatever. One of the top groups around. He's not a script and he's slightly overgeared actually. I think that lance is +6 or +7 gear.


    Now I can tell the people that ran these numbers for this patch and set up these situations probably don't tank because asking a tank to hold Rogash for 10 minutes (especially a lance) is a long hold. That's 10 minutes of playing keyboard ninja. Your hands get tired, the adrenaline rush (lol) turns into "how much longer" after about 6 minutes lol. It's tough. No, you don't just stand there and hold your shield up and press the occasional button. It's a lot of animation canceling and a lot of hand work especially when trying to hold aggro for robo-scripters and credit cards (thank you for supporting the game) that have better gear than you.


    Now I have played Tera for about 3 patches now so about 1.5 years. Some people would say I am a noobie which is fine. I have no ego. But nevertheless I still have 1.5 years of queues to reference for comparison. Historically from what I have seen the majority of the beginner/ new player group does not want to play dungeons longer than about 6 minutes. If you get people in a dungeon playing 8 to 15 minutes the ONLY reason people were willing to commit to that in past days was because the loot was worth it (like some people in the party would get a 15k mask or 18k belt or something like that).

    Some of the maps are just too long. I get the point that the idea was to make loot more precious this patch but the end result has been people playing keyboard ninja for sometimes 10 to 15 minutes for a few pollen and 1 or 2 material pieces.

    https://i.postimg.cc/mZ0GhGT3/Queue.png


    Weekdays during work hours without double loot or double money. I would like to still play Tera and get my gear up to be able to play more dungeon content other than these two dungeons but I can't sit here all day and just wait. I don't know what can be done about it but it would be nice if we could do better than this. Maybe some adjustments could be made to get people more interested in playing or something.

    Please see attached image.


    My priest is not new. It is partially geared. The issue here is we don't have a tank to establish a formation for the party and I don't have anything to amplify with the priest because the DPS is new. Those two DPS classes are not designed to hold aggro. Before anyone says "they are bad", they don't have money to fix their gear because they are new and they are also trying to learn. Of course they are not as good as a veteran with money.

    If I was a new priest you would have seen about 40 deaths in that playing session. We only had about 6 deaths on the two DPS because I am not new but let me tell you it was an intense healer workout. 20 something minutes of watching a boss chase after an archer and a ninja in circles in tiny rooms and healing in that situation. Not fun. If this was a one time event and I was just venting I would not have mentioned the same problematic situations 3 days ago.


    Like I said on Wednesday, I feel like adjusting the boss stats on Catacombs and Thaumetal Refinery to account for 5 people for at least getting proper team formation would solve some of these struggles and make things more enjoyable. Hopefully these screen shots show what is happening at times and add some validity to my posts.

    My opinion is if you have the right class then the 3 person dungeons are not so bad as a new character. I think the best classes for 3 person are brawler or mystic.


    Mystic has volley of curses that automatically does dmg to the boss and you can heal through mechanics. Alternating between protection thrall and Corruption ring lets you avoid being knocked over and you can kind of act like a pseudo tank in some passing moments for two low DPS players.

    Brawler auto blocks so if you get stuck in a long one it's not as bad as lancer with the keyboard work out.


    Pretty much any other class can suck when queuing alone as a new character.. 3 dps is not fun. Priest is not fun. lance is potentially not fun depending on the team.


    (My opinion).

    I would like to add my support for turning Marcellus Catacombs and Thaumetal Refinery into 5 person dungeons instead of 3 person dungeons and then adjusting the boss stats appropriately to account for 5 people instead of 3.

    Supportive reasoning:
    1 Certain class combinations in a 3 person party are difficult and very time consuming for new players.

    Example 1 would be low to middle tier geared priest paired with two newer DPS. Priest is balanced out to amplify the power of 4 other people. It has low DPS and lots of debuffs and party buffs. The issue at hand is that the priest is only amplifying the power of 2 people, not 4. Besides that, the two people the Priest is amplifying and debuffing the boss for can often be new players that have no DPS to amplify to begin with. If the two DPS are new you are looking at what is sometimes a 10 minute game where the priest heals DPS that are running around not holding still and there is very little DPS. This is very frustrating for a new priest because it's hard enough for them to learn how to separate out healing spells with different AOE shapes without chasing DPS and/or the boss around.

    Example 2
    New to middle tier geared lance paired with 2 new DPS. This is similar to the priest. The lance is designed to buff 4 people and it has low DPS. I have +2 purple lance (the new one for this patch) and good accessories brooch belt mask. The gear I have on my lance is something new players would never be able to afford on their first play of tera. Even with this advantage, if my lance gets paired with 2 learning/new DPS we're looking at anywhere from a 6 to 10 minute game. 4-5 days ago I was playing at night and I got paired with a new priest and 1 new DPS and I literally fell asleep at my chair like 3 times because I held the bosses with my lance for about 13 minutes. that's a really really long hold for a beginner dungeon. I was just getting worn out on the keyboard. The new priest had no DPS. Her buffing my lance did not help because my lance is not designed for DPS (not a +2 in this new patch anyway). The other DPS player was also not geared (it's the first dungeon, what do you expect?).

    Without carrying on, there are some miserable 3 person combinations at times for new players and even experienced players that are not geared up. Of course gear is the main problem but life could be a lot easier with a 5 person team rather than a 3 person team because this would at least promote proper team formation and proper function of how the classes are supposed to work together.


    Misc Reasons:
    It's annoying for DPS players and healers to get queued together and then when people are at the ready position before running to the boss people sometimes literally just sit and stare at each other like "who is going to be the first sucker to run in". You guessed it, it's usually me that is the first sucker that runs in because I know no one else wants to without a tank. Lovely fun.

    There are also a group of regular players that like to play Tera that just want to chill and run in dungeons. They have no interest in studying mechanics or gear and they just literally run around and want the healer to heal them as they run around and play casually. That worked fine for AQ, abscess, and Velik's hold in the last patch. I healed tanked and did DPS with a lot of players that played like that over hundreds of games and everybody was happy. 1 or 2 try hards could join in and explain how easy the dungeon was for them and then you had a 5 person group playing a dungeon and life was good.

    With these 3 person dungeons I don't see either of those groups of people wanting to queue for either of these first two dungeons after they get gear. The try hards will not want to be focused on because they will know that they will take aggro and the casual players that don't understand gear or mechanics won't like the dungeons either because there's often no proper team formation in these 3 person dungeons.

    Another reason try hards are much less likely to come play with the casuals or new players in these first 2 dungeons is because Adventure coins were removed from being a reward in this patch as far as I can tell. In the last patch an experienced player could play a low tier dungeon and they didn't feel like it was a total waste of limited AC coins because they would get some of their adventure coins back if a new player gave them a complement. In this way you got a lot of try hards that didn't mind to do a warm up match or a speed run in a low tier dungeon and the casuals and new players benefited from this. In this way, two very different groups of players were willing to play together and therefore the game was played and active. With the adventure coin drops gone, this patch took away 1/2 of the reason for an experienced and geared player to play with new players. I think soon you will see the experienced players saying something like "there's no way I am playing those 2 dungeons. There is no tank and it's a waste of coins". That's a problem because the occasional 1 or 2 geared up try hards in low tier dungeons are often the only thing that turns a 10 minute keyboard workout into a reasonable 3 minute fun playing session. If these experienced players don't have a reason to play these low tier dungeons (like for adventure coins) then you're just creating more games like the problematic examples with balancing issues described above.

    For these reasons I think turning these dungeons into 5 person dungeons with Adventure coins would turn these dungeons into warm up matches or speed run matches or just something to play on a week day when queues are dead.


    On the note of concerns with adding adventure coin drops back in: with adventure coins drops as complements a lot of times I still didn't get any AC because it was the same people I was playing with in the dungeons regularly. Even if I did get adventure coins drops as I played, it was almost never enough to allow me to continually play unless it was a triple drop event. So even with AC coins ON and haste coin ON I could still only play about 6 or 7 low tier dungeons on a free account. It's still very limited.


    Thanks for considering my post and everything I said.

    I find that there is good and bad in the first 2 three person dungeons. Yesterday I played some as DPS and at that point most people were doing very little damage so yes some games were basically tanking as dps for 2 or 3 minute boss fights. I don't enjoy that myself so I can definitely understand where that annoyance comes from.


    One of the good things is that it's a quick queue. I like the idea of small 3 person dungeons in general. However, yes things get difficult without a healer giving party buffs and healing. A tank helps a lot too but the whole party's DPS really drops down without healer buffs as I am sure you all know.


    I agree that right now it's tough in some passing moments with our DPS being low but for me I am not stressing. I just try to have fun and enjoy what I can. I think that things will change a lot over the course of the patch after people get geared. I expect 1 or 2 overpowering character to carry new/weak ones in about 2 to 3 weeks if not a little sooner.

    (my opinion).

    I have thought about posting something like "DPS Protection for the boss" for balance purposes in dungeons for a long time but couldn't ever think of anything that I felt would work. I don't know if this would work or not. I would be willing to try a DPS Boss protection idea out (or something like that) in a test patch for a couple of weeks for sure if that were to ever happen.

    I am looking for an NPC to trade in leftover Halloween Candy I had saved up during the event.

    I checked Highwatch and Eldritch academy grounds. I did not see an NPC but I could have missed it. I asked in global/world chat a couple of times but no one seemed to know there either. ?(


    TL;DR: looking for an NPC to trade in leftover halloween event candy.


    Thank you. <3

    My critique is that I think that the Mighty Qinglong and Mighty Feilong event dragons should have been more widely available.


    It feels wrong to advertise a dragon on the front of the game client then make them only available to 1 ) extremely lucky players 2 ) Super rich players 3 ) or players that play no life mode for the duration of the event (no life mode would still require luck).


    I have only seen about 4 dragons go through the trade broker in the north american velik server since this event started. One was 5 million and there other 3 are sold for 10 million.

    As an example, assuming you earned the average of $12,000 each day doing guardian legion missions, you would have to do 833 guardian missions to buy that. That's 2.2 years worth of daily guardian money from one character.

    So the rarity of the dragons set by the game developers leads to that estimation of value from the player base on the trade broker and that is the result of the situation and that is my criticism.


    If the acquisition rate for the dragons doesn't want to be adjusted, my constructive feedback would be to suggest a version of the dragons that is not mighty or ancient so that more casual players who don't care about the "ancient" and "mighty" could also have a chance to have a nice aesthetic treat for spending time in Tera. Also, adjusting the amount of seashells players get for playing or the amount of RNG during opening the shells could be alternative options.

    TL;DR: I don't think you should advertise a dragon on the front of the game client for a month then only let 5% of the player base have one.

    Thank you for reading my feedback.

    The opening poster is right. It's not just a rage post. The data he listed is pretty accurate. Dungeons give half the amount of money they used to. Cash flow = cut in half but prices on needed items stay the same. There are almost no halidom/relic drops from playing dungeons. Dungeons for beginners to try went from 4(if you count DC) to 2.

    Less money, less item drops, less maps to play and ...a gear reset.


    The only people I see playing a lot are the addicted die hards that had a massive cash bank (probably half of them being item dupers) or a small amount of new players who don't know much different.

    Hello,

    My goal with this post:
    Text is hard to interpret on the internet so I will start off by saying that I am writing this without any anger or annoyance. My only intention is to maybe change 1 or 2 little tiny things that may make other people's experience in Tera a little better.

    Who I am in gaming:
    I do not think I am special and I am not egotistical in games. I am only explaining the type of player I am so you have this as a reference during reading my post. I played competitive shooters for about 15 years. I was part of a professional gaming team for about 2 years. I was asked to help with testing game mechanics 2 times by development teams because I played at very high levels in games and also filmed and explained complex game mechanics. I also played a pretty big MMO for about 5 years at a pretty high level. So anyway, most of us have stories to brag on in games but all I mean to say is that I am not the best and never was but I am by no means your average player playing with average effort.

    Who I am in Tera: Over 3 months I have played up to level 70 3 times and up to level 65 5 times in this Tera game. I also have a good understanding of about half of the game mechanics that influence damage exchanges. Basically, I do not understand this game fully and not nearly as well as some of the old die hard players here but I have played this game about 6 or 7 times past where an average casual player would stop.

    My suggestions:
    ___________________________

    Suggestion 1:
    Review what is said by characters in the story and try to make the story as meaningful as possible to players.

    My reason for suggestion 1: I have seen on youtube more than one player complain of being the "postman" in this game. That feeling where people are just flying from point to point happens because many people are not interested in the story and lore of Tera. I spotted multiple typos in the text boxes by NPC story characters at times so I feel like there is maybe 1 or 2 people at an office somewhere that are typing up all of this story text dialogue and it feels like the story lost importance over time with development staff. It's not bad. It has some very interesting moments but it could be cleaned up.

    -> My belief is that the bulk of the player base is your casual players.
    -> From the casuals, elites and die hard players will emerge.
    -> but, the casual player base has to have fun in order for this progression to happen.
    -> One way to retain the casuals is by having a meaningful story that they are emotionally interested in.

    My main complaint about the story right now is there is a lot of vagueness at times. In particular with the names of characters you have never met. I never met some of the names said in the game and the only reason I even know who they are is because I did my own research and got on the wikipedia and tried to make sense of who characters mentioned vaguely in text were and why I should even care to try to look them up during my free time.

    A casual player will not go do research on vaguely mentioned characters most of the time. That is why so many people eventually disregard the story entirely and then begin to complain on being "postmen" flying between check points on their mount.

    Again, my main suggestion for fixing this would be to make things SIMPLE and LESS VAGUE with the LORE of Tera. I understand the excitement of a mystery in a story arc, but you have to make the story meaningful for the mystery to even matter.

    One improvement example would be to make notable text words in the chat dialogue have a description box that appears with a mouse hover. It's just a description box like the one that comes up when you hover over an item in your inventory. You could bring up a little picture and a description for important places, characters, and items. People would love that stuff. A lot of times people sign on for an hour and play then go back to real life for two days. They forget what's going on in the story so something even like the description boxes would make the game a lot more meaningful to players I think.

    Suggestion 2:
    Implement interactive learning and training tutorials offered by NPC's somewhere in the world of Tera.

    Reason for this suggestion: There is an entire website that is called "How to Tera". There are also endless hours of Tera filmed on youtube where players supposedly explain game mechanics for you. People do this on their own free time and it is sometimes wrong sometimes vague and sometimes just simply incorrect. This whole community is basically one big puzzle of doing research to understand WHY you need to develop your character in a certain way, HOW to go about improving your character that way then WHERE in the world of Tera to go to "grind" to resolve this issue.

    Examples of interactive tutorial NPC's:
    -> Something like a human sparing partner that will introduce you to buffs/debuffs.
    -> Something like a trained dragon that will cast spells and introduce/train you against attacks seen in dungeons that confuse people.
    -> Something like a wise old Sorcerer NPC that could analyze your character's attack strength then tell you one way you could make your character stronger each day. For example: He could explain that your weapon could be better then tell you what to do to resolve this issue. This would be a life saver for casuals right now. I would even pay 300 or 400 gold for a tip from that NPC if he dropped good tips.

    Also, I would NOT put these interactive tutorials in the story as a requirement to progress. If you "MAKE" people learn, they will skip over it every time. It's a fact of human nature. That is not how people play games. They don't play a game to get a bachelor's degree in Tera or any game.

    They turn on a game to play and that's it. If they learn a little bit as they play then that's a +1. That's how it works. So yes, casuals need help with understanding mechanics but you have to let them choose when they want to learn those complex game mechanics because they won't always sign on a game with the intention of "going to Tera school".

    Suggestion 3:
    Create Dungeons with different "TIERS" of difficulty. Die hard college nerds in their late teens and early 20's can play Difficult dungeons with 100% rewards. Players who want to play serious but not stress (typically your young to middle aged working class) can play a slightly dumbed down version of the same dungeon for 60% rewards. Then casual players who just want to play just to laugh and have fun socially with a beer in hand can play a dumbed down (easy) version of the same dungeon but only receive 30% of the same rewards.

    Why this suggestion:
    Right now there is a real problem with the flow of learning Tera battle mechanics starting at about level 65. Your level 65 dungeon "Gossamer Vault" is advertised as "EASY". It is also the ONLY multiplayer dungeon available to play level 65. Trust me, it is not easy for a casual player. Prior to this dungeon you could perform fine in Tera quite well without "grinding" really any equipment or character statistic of any type. All you basically had to do is gather equipment that matches your level then be of around the right level relative to the advertised dungeon (or quest) then play. That's pretty much it.

    However, this suddenly no longer works at around level 65. You can't survive in Gossamer Vault without understanding pretty advanced team play concepts which most people never care to learn in the first place (ignoring your die hards). There's a lot of casual players that don't understand game mechanics and they just want to just walk in and shoot their bow casually or swing their sword with a group of players in a multiplayer dungeon. Right now you are simply not able to do this after about level 65.


    The Tera dungeon system as a whole sort of operates under the assumption that players will continue to learn and gain knowledge and understanding of battle mechanics as they level up. As someone who has created tutorials and taught games to other players for about 5 years, I will be the first to say that this is not how all players are. Sometimes players reach a plateau in their knowledge and abilities and that's just how it is. You know what? That is OKAY. A game is supposed to be "fun"... for everyone.


    So again, my suggestion is to create TIERS of high level dungeons that appeal to the different TIERS of high level players (casuals, die hards, social players relaxing, etc.).

    Why this suggestion 2:

    Dungeon Tiers actually seem very simple to implement as well. All you have to do is adjust damage output and/or remove some of the boss mechanics that bring players hardship then advertise the dungeon appropriately:
    "Gossamer Vault. Difficulty: Easy. Rewards: 30%"
    "Gossamer Vault. Difficulty: Intermediate. Rewards: 50%"
    "Gossamer Vault. Difficulty: Advanced. Rewards: 100%"

    I don't think this would actually divide up the players que'd up in the instance matcher in a horrible way because they can simply que up for all multiple dungeons at the same time like they do now. You also could simply consider the easy version of a dungeon and the intermediate version of a dungeon simply two different dungeons. Just list them as two separate dungeons in the instance matching menu.
    _________

    Thanks for reading my suggestions if you took time to read my text. I hope something I wrote is helpful to the community in some way.