April 4, 2011
In the Afterglow of the Community Play Event

The TERA Fans Community Guild group picture!
Early this morning, the Community Play Event came to a close. After a weekend of fun, it was time for us all to pack our weapons and say goodbye to the world of TERA :( The CPE served as a first TERA test for some and a fifth for others, but either way it was the largest test the NA/EU community has seen and thusly, the most fun! TERA still delivers the raw beauty it's known for with its stunning graphics, absolutely fun combat system, and fantastic concepts. The game continues to prove it has the uniqueness to carve out an important role for itself in the growing, western MMO market.
As promised, the CPE client was a translated version of the current Korean client; most definitely a good "starting point" for En Masse Entertainment and the community:
Scapes said:
I think it is important the community remembers that, as Scapes says in the quote above, the CPE is meant to be seen as a peek into the game in its most raw form-- no westernization, just translation and NA/EU servers. Even so, or possibly even more so than usual, player feedback is valuable and deserves attention.
Popular opinion basically agrees that in the CPE, the story was tough to follow due to rough translations. However, with all the work the En Masse writing team has been putting into the story this past year, I doubt this will be a problem for TERA in the west. It is very likely that future tests will showcase the En Masse writing team's goals for TERA's story.

Flying into Allemantheia, Shara. Since the CPE was the first test to use a current Korean build of the game, it was also the first NA EU test to include the High Elf city.
Traversing the various TERA forums and communities reveals echoes of a few specific pieces of criticism in the wake of the CPE.
A major point seems the be that players feel mob AI is currently too easy to overcome and most normal mobs' damage is too low to be of any concern. Without directly referencing the past FGTs, it seems to many that the overall difficulty of the levels we were permitted to test has been greatly decreased over the past year and a half or so. Folks who have spent time on the Korean TERA servers promise that the game becomes a lot more difficult as you level higher, so this feedback may well be due to the CPE's level limit. In the same vein, the NA, EU and Korean playerbases all seem to agree that leveling feels too fast right now, with most players hitting the CPE cap of level 17 in well under a day.
Crafting is a feature that the community has been fairly vocal about. In the level range we were able to test, crafted gear was as good as or worse than gear earned from questing, yet it was costly to make and based heavily around RNG. The community would also really like the ability to re-bind the combo key to something other than spacebar.
With the level cap set to 17, the playerbase needed to create some endgame content for themselves... and did we ever!

The death of Princess :( During a fateful deathmatch, UltimateCarl swung out of control in a whirlwind and accidentally killed Princess for real.
Possibly the most important endgame activity in the CPE were deathmatches. This highly anticipated feature allows up to 20 players to sign-up for a two team deathmatch. The host may freely move players on to whichever team they choose for balance, players may bet gold on their team's victory, players can strategize with their teams in a special team channel, and all players must select that they are 'ready' before the host is able to begin the match. Once the match begins, it's all out team versus team warfare and it became very addictive.
The amount of time players spent doing deathmatches and duels lead to some specific feedback pertaining to both. Fans of deathmatches have been calling for a more intuitive deathmatch info panel, including the ability to track wins and loses per team, an indicator for who has been eliminated in an ongoing round, and rematches with the click of a button (currently, all players have to re-sign up after a match is over.)
Players eliminated from both deathmatches and duels faced a few important issues. At the end of the fights, their HP remained at 1 and the only way to fix that was to stand at a campfire for a long time while it regened or to have a healer heal you. The trouble with the healing option was that healers couldn't see health bars above friendly player's heads while not in combat, making it impossible for them to eyeball who needed healing. Although being near a campfire spurs health regeneration, currently it still takes several minutes before one will entirely fill a player's healthbar. With these two points in mind, players have been asking for the ability to turn on player healthbars out of combat, for campfires to regenerate player health more quickly, and have suggested that at the end of duels and deathmatches, players be returned to the amount of health they went into the match with.
At level 17, many players also stuck to exploring, fighting elite mobs with their guilds, and testing different classes through alts. Even with a low level cap like 17, players found tons to do in the lively world of TERA.

Exploring snowy Westonia in southern Shara.
Overall, I think I can speak for the vast majority of testers when I say it was wonderful to be back in the world of TERA. Right now the game is in a great place needing only polishing and tweaking from the team over at En Masse Entertainment.
Filed by TERA Fans News at 7:33 pm under Uncategorized Tagged Afterglow, Combat System, Cpe, Current State, Echoes, Elf, First Test, Good Starting Point, Launch, Peek, Player Feedback, Popular Opinion, Raw Beauty, Rough Translations, Shara, Showcase, Stunning Graphics, Uniqueness, Westernization, Writing Team
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