Summary of Group Duel Discussion

Good Morning, TERA Fans! Thanks to our diligent translators, Meiellink and Locien, we have a new translation from the official site for you today!

Posted around a week ago, this article was a summary of a discussion the Korean CMs had with the Korean community about TERA's Group Duel system.

Let us know, TERA Fans, what would you like to see in a Group Duel system? Enjoy :D


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Good day, this is Lime.

First of all we'd like to thank all of you who participated in the discussion regarding group duels during the past two weeks.

The participants of the discussion gave us great feedback on how to make the Group Duel system a fun part of the game, no matter where or when you want to participate in a duel. We've summarized the most interesting suggestions for you.


What do you want to see in TERA's Group Duel system?


1. Bet amount restriction and receiving bonuses
We have been told that being able to set a lower limit for the amount of money that participants can bet in group duels and adding bonuses to the winning team will increase the incentive to participate.


2. Setting restrictions on the battle area and the length of the battle
In the current Group Duel system there are several points that have been pointed out as disappointing.
We're adding options to restrict the battle area and to change the time limit to change some of them.


3. Addition of different battle modes
We've received word that players want to see various battle modes in the group duel system. We were also told that in order to be more fun, various battle items should temporarily spawn during group duels.


4. Increasing the fun of spectating
You told us that it would be fun if duel spectators were not only be able to view the duel from a distance, but also be able to place bets on contestants between each other.


5. Addition of a balancing system
We received word that to make for a fair fight, it would be good if participants could use a balancing system when both parts agree to it, which would balance out the two teams for a fair fight.

Your passionate comments have definitely reached our development team. We're very much looking forward to the day when we can allow everyone to experience the world of TERA.

We would like to thank all of the participants of the past discussion and ask for your cooperation in the 35th upcoming discussion about our website's functionality.

Thank you very much.

Part II of Mr. Blue’s Client Change Summary

Good morning, TERA Fans! Today we have part II of Mr. Blue's address about changes being made to the Korean client based on feedback!

Though it's a little late, this is a great translation by Meiellink and Locien that we hope you'll find useful :D Of course, until our own western CMs tell us how these changes will effect our game version, keep in mind that we have no idea if we'll be seeing any or all of these changes.

Enjoy!


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Q. The variety of equipment was lacking and it was hard to feel a difference between the different equipment slots. How will this be improved?
   
A. Among the things we plan on changing the most, items will be the biggest part.

First of all, we're going to divide equipment into four grades, make them more diverse and add more options which will make a noticeable impact in gameplay. We're also planning on making it so that you will be able to strengthen your equipment through a system which will give your equipment more latent effects. By frequently obtaining various equipment and strengthening them with crystals and synthesis according to your personal needs or liking we believe our aforementioned changes will make the equipment system more fun. Additionally, to make the acquisition of new items a bit more interesting we're adding two or so new equipment slots.


Q. Will the appearance of equipment be given more variation?

A. Since the development team has just been given more time to work on TERA, we're taking this opportunity to add new appearances to equipment and an option to change the color of it, thus strengthening the variety of looks in equipment. When this process is finalized we want everyone to be able to notice a difference when switching equipment.

So, compared to the third closed beta not only will there be a higher amount of equipment, their appearance will also change considerably.


Q. Even if you defeat named monsters (Special, named monsters), they pretty much drop the same items as regular monsters do. Do you plan on fixing this problem?

A. If you look at the answers to the aforementioned questions about items, some of this question should be answered already.

Since there weren't any grades and very few options in equipment during the third closed beta, the amount of different equipment dropping was also low. But in the next version of TERA if you hunt named monsters, you will be able to get rare high grade equipment with various different options from them. After finishing a difficult fight you should be able to acquire good items, therefore we are in the process of fine tuning the rewards of named monsters in hope that they will become more fun to hunt.


Q. Crafting was very difficult. Gathering material is also difficult, it takes a lot of time and the crafted items were not worth their time and effort.

A. Crafting is an important part of TERA's equipment system.
We're planning on making crafting more easily accessible to players, and make it so that the rewards will become better and better.

Additionally, we're going to make improvements such as random options being added to crafted items to making crafting more interesting.


Q. When buying items at the broker, it should be possible to buy an item even if the seller is offline.

A. In the third closed beta we excluded the ability to directly buy items intentionally, in order to test the haggling system. We tested the haggling system to see if players had any complaints, while implementing the ability to directly buy items. We plan on improving the haggling system to make it more convenient for high level players.


Q. The group recruiting bulletin boards were only found in villages and camps, which made it impossible to search for group members directly in a hunting area. Are you planning on adding additional methods to make this easier?

A. Group recruiting bulletin boards were split into single hunting zones, so you were only able to search for group members from the same region one you were in. To fix this problem we plan on integrating the group recruiting system into the system menu. From now on you will be able to search for group members without returning to a village or a camp, simply by using the system menu.


Q. Due to the large size of the world, traveling between hunting spots and villages was slow. Will you do anything to counter this problem?

A. As you progress in TERA, you will be able to start using high speed mounts at a certain level. Additionally, we have already implemented "Return Scrolls" which teleport you to the closest village, as well as "Town Return Scrolls" which teleport you to the closest town in order to make traveling faster and less problematic.


Q. The UI is awfully large, you can't adjust the position or the size which fills up the screen. Will it be possible to adjust it individually in the future?

A. As a lot of players have pointed this out we're planning on giving the UI a revamp. We will make it possible to change the size and position of the UI according to the player's taste.


Q. Very much content is shown in the chat window, conversation channels weren't properly differentiated, making it hard to read it.

A. We plan on not only changing the colors of the text in the chat window, but also strengthening the customization options for the chat window to make it easier to create chat windows with your own style. Especially by being able to click the name of a character in your window, showing the guild name, class, level as well as options to add them as friends, inviting them to your group or whispering them.



Q. For those of us who look forward to the endgame, what kind of things can we expect seeing?

A. When you reach the level cap your character won't gain any more levels, thus character growth stops. To make up for this you will be able to acquire strong gear which will not solely come from instanced dungeons or named monsters. TERA will feature TERA-specific gameplay aspects, and one of these will be the Political System which will let players form alliances fighting fiercely to become the rulers of the continents for honor and personal benefit. Detailed information about the Political System will be released at a later time.


I don't know if our proposals will satisfy you. Rest assured that the development team is listening to your ideas and issues that you've pointed out and are working on them to create a beautiful in-game world.

TERA is going forward. We're working very hard in order to make it worthwhile to all of you who believe in us and support us.

A Community Address from Korean CM Mr. Blue!

Back on March 18th, Bluehole Studio's Mr.Blue posted a short, post beta letter to the community. While there's not a ton of new information within it, it's great to see how active CMs are in both Korean and the West. It shows us that we should expect similar interest from our own CMs during our beta period!

Thanks very much to Meiellink and Locien for the translation, as always! Enjoy!

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Good day, this is Mr. Blue.

I always want to talk to all of you about everything, but when it comes to writing a letter, I'm not sure how to begin.

It's been about a week since the third closed beta ended. With the help of all of the participants we managed to pull off the test in 10 days. This test has left us with more valuable information and lessons than any test we've previously held.

As we're speaking, the Bluehole family is going through your responses to our surveys which tens of thousands of people participated in.

We're going through everything from major issues to small issues as we don't want to overlook any of your advice. We're very sorry to say that even though we wanted to announce the results right now we need to study them a bit more first.

In retrospect, it seems like the beta period was a bit too short for us to objectively observe how much progress we as a development team had made. However, we still believe that we reached a turning point.

We're very grateful for all of your suggestions and complaints. The development team is looking back at our original vision and working harder than ever before. It will take a bit longer, but don't despair. We will be back with the game we're envisioning TERA to become.

Thanks to your support TERA is moving forward. We hope you'll stay with us until the day we can invite everyone to play TERA.


Mr. Blue

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