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Mar 29 2012 05:58pm
It just came to a lot of peoples attention that a korean mmo has a vanity cash shop with other little knick nacks.


From knoxxer:
Quote
Since my response has been buried... I am reposting it here and we are going to close out the other threads. Feel free to reply below.

"Guys you are getting worked up over another publisher's choice or decision. Bluehole provides every publisher with a bunch of cool features or items and it is up to the publisher to decide how to utilize them.

Right now our focus is on launching TERA successfully and whether you believe it or not we have yet to make any decisions around most of these type of items. We have talked about some of the premium items we are working on such as name or appearance changes but beyond that nothing is final."


What this means, and what most ignore. Is that EME is likely ONLY going to implement the vanity part. There are ONLY a pirate eye patch and about 4 sets of glasses for 5$ (3 pounds) and a skinned mount for probably 25$.

The other items people are complaining about are items only available for T-CAT a currency gained for a KOREAN subscription.

This post was edited by GEZodiac on Mar 29 2012 06:01pm
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Mar 29 2012 06:57pm
I could care less about a vanity item only cash shop, don't understand why people get all up in arms about it. As long as it doesn't give an advantage to people.
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Mar 29 2012 07:02pm
Quote (Grief_exe @ Mar 30 2012 12:57am)
I could care less about a vanity item only cash shop, don't understand why people get all up in arms about it. As long as it doesn't give an advantage to people.



I guess you don't have the videos, then.
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Mar 29 2012 07:06pm
Quote (Abstract @ Mar 29 2012 07:02pm)
I guess you don't have the videos, then.


you could always find them yourself lol
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Mar 29 2012 07:17pm
http://www.youtube.com/watch?v=4wU_fnF2Ls4

this is cbt 3 footage with no politcal system (no incentive) to gvg.

And that is relatively small.
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Mar 30 2012 02:01pm
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Mar 31 2012 06:26am
To tldr the below.

North America Tera will not have the enchanting system in place that Korea or Japan does. The enchanting system will base itself off +0 or +1 possibility but no longer degradation. It will be mandatory to use the more expensive powders at different stages but you will never see -1 on a failed enchant.

The luxing system has been reworked as well, when rerolling the enchant bonus' you can lock in a specific bonus at +3-6-9 so that when you reroll it does not reroll so it does not take 2000 rerolls to get the optimum enchant bonus'.

As per usual there have been pre-order cancellations due to EME "ruining" tera, making it for the casuals. This change makes the pvp imbalances of lucky players disappear, where the same people raging now would be raging in 3 months. And opens possibilities for improved difficulty for endgame pve. Roll up the difficulty on endgame bams and instanced dungeons due to everyone being able to moderately easily reach +12.

And to people who did not know, the difference between +9 and +12 is huge, a +9 would be extremely lucky to beat a +12 geared player.

Quote
Hello, TERA community!

Over the last few months we have been working on a lot of changes to make TERA better for our audience. Some of them have been implemented into the game already as seen in our closed beta test patch notes. But we have more improvements coming our way and among them we have some great news to share with you on enchanting and unsealing systems!

Improved Enchanting
Certain items can be enchanted in TERA to increase its effectiveness. The change we will be implementing is the removal of the chance that an unsuccessful enchanting attempt will decrease the item's enchantment level. This means once you earn that enchant level it is yours to keep. In order to offset this change we have introduced 3 tiers of Alkahest powders: one for enchant +1 to +6, one for +7 to +9 and one for +10 to +12. Obviously the cost of powders will be increased at each tier. Our goal here was to keep the cost for getting these items similar but remove the frustrations that random numbers can cause and let you keep what you have already earned.

Improved Unsealing
In TERA, you can receive random attributes by unsealing an unidentified item. Then the item can be re-sealed and unsealed again until you receive the attributes you want. We are adding the ability to ‘lock’ the desired attributes earned from Identifying Enigmatic items. This lets you change the attributes you choose while letting you keep the ones you want. You can repeat the process until you receive all 3 or 4 attributes you wish. This should help eliminate the frustration felt of getting that exact combo you want on your items.

We will be sure to update you with more information as they become available and we appreciate your feedback. These changes are the results of the feedback we've received from you and we encourage you to keep sharing your thoughts! 
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Mar 31 2012 06:34am
Quote (GEZodiac @ 31 Mar 2012 21:26)
To tldr the below.

North America Tera will not have the enchanting system in place that Korea or Japan does. The enchanting system will base itself off +0 or +1 possibility but no longer degradation. It will be mandatory to use the more expensive powders at different stages but you will never see -1 on a failed enchant.

The luxing system has been reworked as well, when rerolling the enchant bonus' you can lock in a specific bonus at +3-6-9 so that when you reroll it does not reroll so it does not take 2000 rerolls to get the optimum enchant bonus'.

As per usual there have been pre-order cancellations due to EME "ruining" tera, making it for the casuals. This change makes the pvp imbalances of lucky players disappear, where the same people raging now would be raging in 3 months. And opens possibilities for improved difficulty for endgame pve. Roll up the difficulty on endgame bams and instanced dungeons due to everyone being able to moderately easily reach +12.

And to people who did not know, the difference between +9 and +12 is huge, a +9 would be extremely lucky to beat a +12 geared player.


slightly disappointing, slightly not. my rng luck is fuckterrible. but it depends on how 'easier' it is..
i don't wanna see a fuckton of +12's within the first 2 months.

Quote
Roll up the difficulty on endgame bams and instanced dungeons due to everyone being able to moderately easily reach +12.

hurr, bigger numbers.
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Mar 31 2012 06:41am
You have to do something with pve difficulty if everyone can obtain +12 moderately easy. Korea goes off a +7-+8 range because 9-12 is next to impossible... steparu did the math and he used up 2000$ worth of gold (real life $ to gold ratio) getting one item to +12.

and sorry to say.... with this change it you don't have +12 within the week of obtaining the item you want to enchant you are doin it wrong. Compared to western mmos of late this enchanting system is still harder and costs more currency and time. Still requires fodder and powder, but now no chance of degredation.

But as I look at it... is KTera the people who say the system is good have all +12s.... those who disagree are getting brutalized when trying to pvp in their +6-9
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Mar 31 2012 06:55am
they're effectively shortening the lifespan of the game - the grind in tera isn't for xp, it's for money & gear rerolls. by taking out the risk: "do I wanna enchant this or not? risk losing ___ for ___?" its like..
just a matter of throwing money at it. there's no more risk. but at the same time, i don't like relying on RNG to prolong interest in your game.

k/jtera enchant isn't difficult, it's calculated risk + luck, in the end.
there's no difficulty about it. you gotta sink down the more expensive powders, 'n match the ilvls. that's really, all there is to it. all that you can control, anyway.
the system is good, in that it limits the amount of +12s. i hate the western mentality where you have to have everything, now. you don't want fuckin' +12s everywhere, especially this early. that's not introducing balance, that's introducing 1-chain deaths, perma stun KOs, and just straight up imba damage.

i mean great, now you get shiny weapons. everyone gets to feel like a badass. but at the cost of throwing any semblance of pvp balance, under the bus.
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