TERA Online – Closed Beta KEYS

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Interview with Patrick Wyatt on TERAHispano.com!

Hey there, TERA Fans! Today, TERA Hispano has posted a great interview with Patrick Wyatt of En Masse Entertainment that's certainly worth checking out. Among other things, it's got good information on Digital River's contract with En Masse.

Great job as always, TERA Hispano! Enjoy!


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TERAHispano: Welcome back to TERAHispano, Pat! Nice to talk with you again! How is everything at the moment in the En Masse camp?

Patrick Wyatt: Thank you Nestor, I’m glad to have the chance to chat with you again. We continue to make a great deal of progress toward publishing TERA, working closely with the developers in Seoul to change the game for Western markets based on feedback from players who participated in our two Focus Group Tests. Our publishing team in Seattle continues to grow as we build a team capable of supporting the influx of players at launch, especially given TERA’s scope. We have also been busy showing TERA at trade shows like Comic-Con in San Diego and Gamescom in Cologne, and we’re getting ready to show fans even more at the Penny Arcade Expo in Seattle in early September. It’s a team effort to get a game ready for launch, and something that cannot be rushed, as we refuse to sacrifice quality. We’re taking our time to get this right because we can only launch the game once.

TERAHispano: Let´s talk first about recent TERA news. The TERA development team announced a partnership with Frogster Interactive to publish TERA in Europe. Would you mind telling us why Frogster was chosen as the game’s operator? Why not control North America and Europe from En Masse?

Patrick Wyatt: When we initially formed En Masse Entertainment we considered the possibility of running TERA across all Western markets. But when you’re building a new company, it makes more sense to do a few things well than to overreach by trying to do everything at once. Consequently, it made sense for Bluehole Studio, the developer of TERA, to identify a partner in Europe who’d complement what we’re doing here in North America, particularly given the strong connection between the two markets. Operating massively multiplayer games requires the coordination of many different disciplines, including marketing, public relations, and community to operations, support, and platform services. There aren’t many companies who have the experience to handle all of those tasks. By picking a partner with extensive experience running online games and firsthand knowledge of the European markets, we’re in a better position to give players the great experience they deserve.

TERAHispano: Do Europeans have anything to be afraid about with this partnership with Frogster?

Patrick Wyatt: Bluehole searched extensively for a partner that would be able to provide a high quality of service to European players, and Frogster has the capability to handle all of the operational issues for a large-scale game like TERA. It’s challenging to run online games, but with each experience, smart publishers apply what they’ve learned to ensure they are meeting or exceeding people’s expectations.

Frogster and En Masse Entertainment are committed to ensuring that fans get what they want, and a great example of this is our agreement not to restrict players to their local regions—there won’t be any “region-locks” or “IP blocking” in North America or Europe. While I expect that most gamers will elect to play on game servers in their local area, some gamers will choose to play across regions in order to play with their friends in other countries. This speaks to the confidence that En Masse and Frogster have in providing a high level of support to our players.

TERAHispano: And more recently En Masse signed an E-Commerce agreement with Digital River. Would you mind telling us why?

Patrick Wyatt: People have become familiar with purchasing games and other products online; it’s so simple from a consumer standpoint that players often don’t think about how it works. Behind the scenes, online ecommerce is quite complicated: you may have heard of the double-billing problems that plagued Warhammer players earlier this year; many players were charged over $500 for a month of service, and one unfortunate soul was billed $1390! By partnering with a company that’s been handling ecommerce for 16 years, we’re getting a rock-solid billing solution, and one that offers features that players have come to expect. Players want to easily find what they’re looking for in the storefront, they want more payment options than just credit cards, they want the ability to review their transaction history, and they want a system that’s always available when they need it. From our standpoint, we want a solution that enables us to provide great customer support and minimizes the risk of payment fraud. And finally, it would be a tragedy if we were to launch a highly anticipated game like TERA and have the billing system fall down, something that has happened at too many other companies. That’s why we’ve selected a billing provider that is capable of handling the massive load that will be generated during TERA’s launch and thereafter.

TERAHispano: "Digital River has the global e-commerce experience, and powerful online and in-game features that we demand for our flagship product." Could you reveal anything about those "in-game features"?

Patrick Wyatt: When you pick a billing provider, it’s not like dating; it’s a marriage, and I don’t mean a Las Vegas wedding with the potential for a quickie divorce. The complexity of switching billing providers is cost-prohibitive, so we’ve chosen a company that’s flexible enough to cover all of our future needs, even if we don’t know what they are yet. For that we need mechanisms to allow players to interact with our billing and account system from within the game. Beyond that, we’d like to be in a position to publish future games with the appropriate business model for those games; if gamers expect micro-transaction games, then we’ll be in a position to deliver what they want. In the dynamic world of MMOs, it’s about being prepared to meet the evolving demands of players, and Digital River will help to ensure that we are ready.

TERAHispano: In the Digital River press release there was a statement that had many confused: "...Digital River will manage in-game commerce..." What does this really mean?

Patrick Wyatt: When the announcement was made it did cause a bit of agitation after an article on Massively.com speculated that TERA would require both subscription payments and micro-transaction purchases. Brian Knox, TERA’s senior producer at En Masse, responded to the issue in detail (www.massively.com/2010/08/13/en-masses-r...culation-tera-is-not), but let me address this question head-on: TERA is not a micro-transaction game; it’s not designed for a micro-transaction economy, and we don’t intend to change that.

TERAHispano: Lag is an important thing for users. What plans do you have to reduce ping/lag issues?

Patrick Wyatt: I’m happy to say that TERA’s bold new action combat system plays very nicely even when the servers are located thousands of miles away. I first experienced TERA while playing on a computer in Los Angeles connected to a game server 6000 miles away in Korea, and I was impressed at the responsiveness of the game. You don’t have to take my word for it; ask anyone from Europe who participated in the Focus Group Tests about their experience with game-lag. When we built the first Western servers for TERA, we selected a QA datacenter just a few miles from our offices in Seattle, which meant that European players who joined our Focus Group Tests were playing on servers over 5000 miles away. Based on the forum posts, polls, and informal surveys from those events, we didn’t see lag problems.

That being said, there’s more we can do to ensure that lag won’t be a problem. Selecting the right location to host game servers, and choosing which bandwidth-providers to send the “bits” is critical to ensuring a great MMO play experience! While it’s possible to buy cheap bandwidth, players can tell the difference when they see excessive total-ping-time or ping-time-variability. We’re going with tier 1 bandwidth providers even though they cost more than tier 2 (or … shiver … tier 3) providers because it makes a difference.

TERAHispano: Last time you told us you won’t use GameGuard. Are there other security mechanisms to prevent chat-spam for TERA?

Patrick Wyatt: Having seen firsthand the types of tech-support problems that intrusive, client-based, anti-hacking technologies like GameGuard cause, there’s no way we’re going to cause that kind of grief for TERA players. The top hackers in the world know how to bypass anything that’s done by the game client, so we don’t believe that this is the right approach.

We anticipate that TERA will receive a mature game-rating, but that doesn’t mean that harassment and chat abuse are tolerable behaviors—games receive their ratings based on content, not because there are too many ass-hats in the game. Virtually every MMO has a problem with chat spam and chat griefing, but just because the problem exists elsewhere doesn’t mean that we can leave it at that. To handle chat abuse problems we have to use a solution that integrates technology-based chat-filtering systems with human-moderated chat management. We need a system that filters the most obvious chat problems, alerts our staff to questionable cases, allows players to report problems easily, and most importantly, provides us the ability to deal with these violations immediately. When harassment, chat spam, phishing, and other chat abuse issues mingle with regular game/tech/billing support issues, it takes too long for the abuse problems to get solved, and that ruins what can otherwise be a great gaming experience. In almost all cases, chat-abuse issues can be dealt with quickly once a GM has a chance to look at the problem, so we’re going to have a team that’s dedicated exclusively to chat-abuse. Our goal is to solve these issues in just a few minutes so that the problems don’t escalate and ruin the game environment.

TERAHispano: Some users consider that griefing could be avoided with in-game GMs. Are you considering something like that for TERA?

Patrick Wyatt: In-game GMs aren’t as efficient at solving problems as GMs that have full-screen, dedicated support tools to detect and correct problems. We will have customer service agents available 24/7 for all support issues: game, tech, billing, and chat. Players will be able to get in touch with our support team using whatever method they’d like—by phone, Web-based chat, Web-based support email, and in-game reports—so we believe players' problems will be dealt with expeditiously.

TERAHispano: After the release of Aion users waited (me included) 6 - 8 hours to log into the game. Will we be affected with something like this in the TERA launching?

Patrick Wyatt: Waiting in a queue for hours is no fun, so we’ve come up with some ideas that we think will help. Queues form because gamers play more hours during their first month of a game than at any other time. Games are designed so that the world doesn’t feel too crowded (or too empty) when gamers are playing a typical number of hours per month. So while a game that’s been on the market for several months might have 20–30 percent of its users playing at peak-time, at the game’s launch that number might be closer to 50–60 percent, and that’s when queuing occurs—the server is full. Simply adding more game worlds doesn’t solve the problem, because when play-patterns return to typical levels several months after launch, worlds can suddenly feel empty. This is the problem that all open-world games face, but we have some solutions!

TERA is fundamentally an open-world game, though it does have some instanced dungeons because players enjoy them. In the crowded open areas, we’ll split players into separate “channels” of the world during launch so that the game world won’t be too crowded—we’ve got to give the monsters a reasonable chance of surviving, right? But don't worry—you’ll be able to freely switch between the channels so you can stick together with your friends! After launch, we’ll remove channels in areas that aren’t overcrowded so that everyone can play together again.
We’ll also give players no-fee character transfers between game worlds for the first several months until the crowding situation stabilizes. If the game world where you and your friends would like to play is overcrowded, you can switch to a less busy one for the evening’s gaming session. When things settle down post-launch, you and your friends may then transfer your characters back to your preferred game world—again, for no fee—so you can play with your guildmates and larger circle of friends.

TERAHispano: Some users think "private servers" are a real support for original games. For example DOTA (Defense of the Ancients) is a WOW mod and it gave rise to League of Legends and Heroes of Newerth. Would you mind telling us your own opinion concerning this particular given example?

Patrick Wyatt: I personally love game mods; I played Counter-Strike for years, regularly more than 40 hours a week! But I think there’s a clear difference between game mods, which are extensions to a game legally created using tools built by the game’s development team, and private servers, frequently run by criminals to make money, which is a form of software piracy. Software piracy has been extensively debated elsewhere, so I won’t attempt to make a case here; instead I’ll just say that if you enjoy playing a game, you should do the right thing.

TERAHispano: Some South American users tell us that maybe TERA game in their cities will not be able to buy some months after its release date.

Patrick Wyatt: I’m happy to say that players in South America will be able to purchase the game on TERA’s North American and European websites and join TERA players in those territories on launch day.

Gamers will be able to purchase the game digitally and with physical media, both through traditional & online retailers.

TERAHispano: This is all for the moment Pat, thanks a lot for your time! Any last lines for TERAHispano Spanish community?

Patrick Wyatt: As always, it’s a pleasure to chat with you. Thanks for creating a great site for TERA gamers, and I look forward to seeing you and all your readers in the game!

TERA Fans wants your questions for PAX!

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Hey TERA Fans! :D It's that time again! Rounding off the convention season, PAX West will be held in Seattle, Washington between September 3rd and 5th and TERA Fans has an interview with the En Masse team. As always, I want to ask the questions you guys want to hear, so between now and Tuesday, August 31st, post your questions for the team in this thread!

I'll be looking for popular questions, questions that maybe haven't been asked before, and questions that are likely to be answered :] Get asking! Thanks for the help as always, TERA Fans!

World Lore: Allemantheia, the Desert Jewel

Hello there, TERA Fans! Continuing what appears to be TeraFans Wiki - High ElfHigh Elf week, the interactive world map has been updated with the lore of the Elven capitol, Allemantheia! Check it out below!

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Allemantheia, the Desert Jewel

From the heart of Shara rises an elegant, majestic city of light. Surrounded by stark extremes of environment, Allemantheia's tall spires, dramatic water sculptures, and soaring streets seem less like a homeland and more like a monument to independent thought.

This is the city of the elves, center of their culture and racial identity. Built soon after their arrival on Shara, it reflects much of the people it represents. Aloof, mysterious, unknowable, visitors to the city have been known to stop and stare at some feature for hours, then suddenly realize the statue they've been studying is actually a doorway.

There is a logic to the city's construction—elven logic, carefully crafted and refined over hundreds of years. Foot traffic flows like mighty rivers across deep canyons of stone, bridging the great lake at its base and connecting all things of importance to visitors. But this is but the surface of Allemantheia’s wonders. Behind the high walls is the true home of the elves, hidden away from the sight of those not fortunate enough to be born to that race. Whatever mysteries drive them to such secrecy we can only guess at; even with no elves in sight, the city is uniquely theirs.

History

The elves, or “High Elves” as their current philosophy names them, have a history both ancient and at the same time not much older than the city they inhabit. When the gods made war on one another, the elves took no sides—their own divine patron, Karas, had been absent for many generations. Their allies the giants and the poporis were involved enough for both races, and as the conflict escalated, life on Arun was nearly laid to waste.

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The giants' empire in ruins and their former slaves the amani locked in a death struggle with the newly created orcans and kobolds—these are reasons enough for anyone to leave a warzone, but not the elves. They had kept their forest safe and independent for thousands of years. It took something far more devastating to make them migrate—the total destruction of their way of life.

When the god Sikander pursued his nephew Nerezza across their lands, the tremendous energies used in their fight killed thousands of elves. Even this was survivable, but the battle also damaged the elves' greatest treasure, the Flower of Life. This ultimate expression of elven magic and the symbol of their devotion to the god Karas began leeching the land around their home, turning the Elven Forest into a lifeless waste.

To contain the runaway energies of the damaged artifact, many sorcerers gave their lives to create a device capable of safely harnessing its power. But the environment-damaging aspect of the Flower was not something they could fix or control, and the debate over how best to proceed created a greater rift in the already politically charged culture of the elves. One faction (led by the Archmage Cerion) maintained that to give up the Flower of Life (now referred to as “the Core”) would be giving up their cultural and spiritual identity. The opposing view was that the Flower's energies should be safely returned to the world over time, ending the danger it posed to all life and willingly sacrificing much of the elves' magical might. There was one issue both groups agreed on: the gods were responsible for their problem, and no god could make it right. As their last unified action, the elves renounced the gods entirely, choosing to make their own way through life based on the strength of their convictions, instead of faith in cruel and capricious “higher” beings.
Thus were the High Elves born, and when the armed conflicts surrounding the disposition of the Core grew too dangerous to bear, they moved the seat of their culture from Arun to Shara, founding their great city of Allemantheia in a region full of the resources necessary to rebuild what they had lost.

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The Mysterium

Little is known about the Mysterium, other than that it is based in Allemantheia and was instrumental in turning back the argon tide. Ostensibly a union of magical disciplines from across Tera, its secretive and often incomprehensible motives brand it a perfect organization for the elves who champion it.

The spiritual successor to the Holy Empire's Council of Magic, members of the Mysterium can be found in any place of “ancient” power, in every major city of the federation, walking alongside dusty desert roads, and wherever they are least expected. They seek to understand, not control, though they are the first to act when one of their “own” uses magic for some nefarious purpose.

Allemantheia Today

A common saying among elves is “we remember.” Allemantheia is a self-contained city-state, not just politically, but functionally. Hidden within its tall walls and towers is the true home of the elves, one glimpsed only by trusted friends and associates. Never again will the elven people be threatened by outside forces. Inside their meticulously carved chambers they live industrious and private lives, illuminated by hidden conduits channeling and enhancing the light of Balder's eyes above.

Visitors to the city enjoy large spaces devoted to their needs, but are not granted easy access to the lower levels. Under the wide paths walked by other races are areas reserved for elves to wander and appreciate the beauty their ancestors created out of a sandy wasteland. Indeed, it’s surprising that there are any spaces at all for non-elves to enjoy—the city was closed to outsiders for generations, only opening recently to refugees of the argon encroachments to the north. Most adult elven residents either marched north to fight the invasion, or know someone who did and never came back. Amongst the hidden wonders of the city is an area where each elf that lost his life to bring about the dream of “unification” with other races is remembered in quiet contemplation.
Three towering gates offer access to the city’s broad avenues from the blistering desert outside the walls, and on a fourth “corner” the Mysterium maintains two areas for pegasus travelers from across the continents. Based on only the friendly smiles and open arms, one might never guess that not so very long ago, non-elven visitors could expect a very different—and much more violent—reception.

Screenshots of the Week: Allemantheia, the Desert Jewel

Good evening, TERA Fans! Today Scapes on the official forums has posted a new set of screenshots of the week. This week features some of the first official shots of the beautiful TeraFans Wiki - High ElvHigh Elf capitol, Allemantheia! Check them out!

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For the fifteenth installment of Screenshots of the Week, we bring you two shots from Allemantheia, the elven capital on Shara. A human archer stands proudly in the foreground admiring the view—dappled light on the waterways, the intricate architecture…it really is breathtaking. It’s no wonder tourists lose days just wandering the city.

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On the surface, a welcoming sight. But like all cities, Allemantheia holds its secrets. How far will you go to learn them?
-- Scapes


On release, what sorts of things do you hope to see in this city, TERA Fans?

[Fanart] Forbidden Love between Elyos and Asmodians

In Aion, the Elyos and Asmodians are two absolutely opponent races. What if the love between the two was ignited? Not long ago, Japanese Aion held a fan art event, where participants submitted art works with the theme of the forbidden love between the two races. Check below to find out how gamers painted the sad but beautiful love!

Political System Information Discussed at Gamescom

Hello, TERA Fans! Via a video posted by TERA Fans member and GlimpseDog corespondent, Nicodemus1, some long awaited information about TERA's political system has been revealed and it's super interesting!

Please keep in mind that all of the information found in this article and the video are subject to change as the game develops. All of the information comes from a hands on video found here:



According to the video, the political system is broken up into two different parts at this time, Lordship and Kingship.

  • Lordship

    - The world of TERA is broken up into regions. Each region in the game will be able to elect a Lord.

    - To elect a lord, citizens will be able to vote. Right now, a citizen is simply a player located within the region where the election is happening.

    - Lords will also be able to be elected via PvP.

    - No word on what a Lord's job is.


  • Kingship

    - Each city in TERA will be able to elect a King.

    - Lords can apply for Kingship and be elected.

    - Currently, Kings cannot be chosen via PvP.

    - In-game, Kings are called Valiks. (I think? The man's accent is very heavy.)

    - Kings have control over taxes and they will be able to choose the balance of how monsters spawn in the world. For example, if the King chooses to have less monsters spawn in the lower level areas of the world, more will have to spawn in the higher level areas. This means that the King will have to be very in touch with the community.

    - There will be periodic re-elections.


Woah! This sounds pretty amazing! What do you think, TERA Fans?

http://teraonline.info.pl Shares Gamescom Photos!

Good morning TERA Fans! The good people over at polish fansite, http://teraonline.info.pl have been kind enough to exclusivly share their Gamescom 2010 photos with us! They feature shots of the TERA booth, the En Masse team, and of course, booth babes!

Site member, jetboy, has let me know that they will translate and send to us any information they bring back from Gamescom, so keep an eye out for that!

Without further ado, here are the shots:



Enjoy! Thanks so much http://teraonline.info.pl!

C3Online: Aion Cosplay Photos (by Vampire Alliance)

Suppose one day, no one makes these beautiful costumes, ornaments, armor sets and weapons, what will the cosplay look like? The cosers this time are not models or stars, but the equipment makers who play the most fundamental and important role in cosplay. Only they are qualified to enjoy the applause the audience give for their wonderful cosplay show.

Hit Boxes?

Now since this is an arcade style game, aiming and dodging are extremely important in PvP. Will smaller races have the advantage of a smaller hit box?
I can't imagine them having the same hitbox but it'd be quite an advantage otherwise
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