In the Afterglow of the Community Play Event

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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:

We're going to invite our community to experience firsthand the current state of TERA, and to track our hard work in the coming months as we prepare the game for its North American launch.


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.

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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!

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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.

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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.

In the Afterglow of the Community Play Event

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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:

We're going to invite our community to experience firsthand the current state of TERA, and to track our hard work in the coming months as we prepare the game for its North American launch.


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.

Posted Image
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!

Posted Image
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.

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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 great team over at En Masse Entertainment.

[Translation] BHS Devs: "Have faith in us and wait a bit" Post-Release Q&A

Hey TERA Fans! Today we have a new translation for you featuring another This Is Game Q&A.

In the Q&A, TIG puts a lot of pressure on BHS's lead developers, forcing them to confront specific issues Korean TERA players have been complaining about since the game's official launch. BHS's answers revolve around promises for the future of the game as they discuss impending bug fixes and future content updates.

Its pretty detailed but well worth the read, so check it out below!


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“Have faith in us and wait a bit.”
BHS’s development team leader Hyun-Kyu Park and graphic team’s leader Chul-Woong Hwang


On the 10th, NHN revealed TERA's launch statistics, announcing that the game had 170,000 players at launch and earned an estimated profit of 80,000,000,000 won (~$71,383,958 USD). However, the faces of the development team over at Bluehole Studio are not so bright. Even with overall player satisfaction with the combat system and look and feel of the game, players complained about balance, the leveling curve, and an extreme focus on party play.

“Even with great news about the game we still don’t have time to celebrate,” says development team leader Hyun-Kyu Park. He believes there are still mountains of things to fix and tweak. He also stated that, “Even if we diagnose problems early, they still take a while for us to fix, and we also have a lot of content to release. We would like the players to have faith and patience and wait for us to make things right.”

We’ve had a little chat with the two men below.
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(From left the Graphic Team’s leader Chul-Woong Hwang and Hyun-Kyu Park the Dev team’s leader.)


  • The first issue to solve is class balance.

    TIG: We heard that balance is the first thing you're trying to adjust.

    BHS: Class balance will always be an issue. We need to balance the game so that many different people will be able to play it their way and have fun.

    Firstly, we have released a Sorcerer balance patch, and recently we’ve been looking at Priests and Mystics. Before the OBT, Mystics were really bad off so we buffed them a little. We feel we may have overdone it.

    When we make decisions, the statistics become the foundation. There are many things we could not acquire through just in-house testing. We’ve been looking at the balance between crafted items and droped items and changes to some of the glyphs and skills that are not very popular to people. Class balance and change are determined thorough statistics collected.

    TIG: As the game goes on the difficulty level skyrockets.

    BHS: With a game like TERA, balancing the difficulty of a dungeon is a big issue. Unlike many MMORPGs out there, TERA’s difficulty greatly varies on how good the player is. We thought we had good balance before the OBT but we are now reconsidering it.

    We’ve raised the difficulty level because most of the max level characters now are those who were trained through FPS or other action games. We are thinking it is too hard for players new to action games.

    Right now we are looking towards balancing the dungeons so that with enough preparation you can clear them. For example, if a dungeon’s entry level is 40, if a player is good, they can probably clear it as a level 40. If a player is not as skilled, they may have to come back in 2 or 3 levels with better gear to clear it.

    Of course we will patch it if we think the difficulty is too hard.

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    (A boss in Gold Labyrinth. Is is known for doing massive amounts of damage.)


    TIG: The balance between ranged and melee classes is an issue too.

    BHS: Monsters don’t really react very well to ranged attacks at the moment. No matter how much speed boosting buffs and attack speed buffs we give, ranged still have enough time to dodge and prepare for the monster’s upcoming attack. This is also on our radar as an issue to solve along with class balance. We are thinking of adding a few different monster patterns.

    TIG: Many people are calling you out, saying low item drops are simply your tactic to stall players.

    BHS: It is true that playtime is important. We constantly keep an eye on item drop rates; we thought players could use a challenge and that's why we’ve created the droprate we have. Of course the drop rates can always change in the future and it is simply at a monitoring stage.


  • Some issues are already recognized and solutions are coming soon.

    TIG:TERA is too focused on party play.

    BHS: There were pros and cons to this situation. Firstly the party matching system was really inconvenient; some saying it is hard to find party for quests. We will take all of that feedback positively and try to make content easier to solo or just enjoy the game with party but more conveniently.

    We will also try to fix the current content, it just depends on how we do it, we hope players give us some time to fix it.

    TIG: Different animations among races cause efficiency issues.

    BHS: We are still looking at how greatly animations affect the efficiency of each race. We were actually hoping players would choose races based only on aesthetics. It is true that the time between attacks differs depending on race but we’ve designed it so that it is similar as possible.

    We thought the difference was minor but when actually being played the difference was pretty significant. We think character animation should be solely based on taste and not efficiency. We will definitely fix the issue if it is hurting game balance.

    However, some animations may look slower or faster even though they actually aren't. For example, the Elin archer’s bow shooting might look slow because of their spin but in reality their attack speed is the same as the other race's. We are working on the class balance issue first, but we will look into this issue as well.

    TIG: When you raise your attack speed, the range of your attack decreases.

    BHS: It is a bug, we are currently working on a fix.

    TIG: The auction house is really inconvenient.

    BHS: I have tried it myself and I agree, it is inconvenient. We will fix it.

    TIG: When players go to certain areas in-game, there is a huge dip in FPS even with high end machines.

    BHS: Our engine team is currently looking at that. They are aware that certain situations still need tweaks. It is actually something we will constantly be working on, so we are not noting each time we make a change on the patch notes. We will constantly try to improve it and it is an issue that must be resolved.

    We will be improving major city graphics bugs as well.

    TIG: Any plans for the botters?

    BHS: We’ve made lists of players who abuse it and we are constantly monitoring it. We think we are pretty strict about botting.

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    (Some of the players who were banned due to being caught botting.)


  • Tweaked battlefields will be open, next up is politics.

    TIG:Max level players are asking for more content.

    BHS: We are currently working on tweaking battlefields and will be updating them in the near future. After that we will release politics and raise the level cap.

    We have made group-matching faster and easier in battlefields. We’ve also worked on balance so that even if the situation looks grim you can still turn the tides and reach victory.

    TIG: How developed is the political system?

    BHS: It is almost finished being developed. We are currently determining the right time to implement the system. Archons are chosen through battlefields and votes so we are going to implement it when Battlefields are used widely. Also to give everyone a fair chance we are waiting for more people to reach max level.

    TIG: How will the political system work?

    BHS: First, there will be mounts exclusive to those in the Archon’s guild. A white horse with an insignia and fast run speed, it will be the fastest mount available for its time.

    Archons can also collect taxes and make closed brand shops open and active. They can batch auctioneers across the continent and can make NPCs active as well as place new NPCs that are not already available in villages. An Archon can also make areas in his continent PK free zones.

    We are also looking to give Archons the ability to do the opposite, to disable some of the PK going around. However, we feel this can work negatively to players so we are approaching this carefully.

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    (Archons will be picked continently.)


    TIG: Any plans to raise the efficiency of consumable items?

    BHS: There are. Take bombs, there is a throwing type but also there will be a planting type like “Monster Hunter” and also we are thinking of adding other items exclusive to classes.

    TIG: Any plans to make the body proportions of the races changeable?

    BHS: This is a sensitive topic. Because the attack range of each race is made through their height, it is hard to say we will let people actively change it. When we implement body proportions the customizing will be for efficiency reasons, not for the player’s taste.

    Many people seem to prefer really short heights and we think in TERA that will be more the case, so we are trying to prevent that from happening.

    TIG: Will look, name, and race changes be offered?

    BHS: Probably. We are not sure about allowing race and sex changes, but we will probably allow the change of appearance. We are still deciding if we will make this a premium service or one made with in-game currency. We will have a chat with the business department. We definitely have plans to make such service available but it all depends on the timing and how it will be done.

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    (Character proportions won’t change.)


  • The next goal is to create content catering to the players.

    TIG: What are the goals set for TERA in Bluehole Studio?

    BHS: We do have a roadmap for the development of the game over the year but this is not as important as the players’ reactions. So we are still trying to find the important issues.

    We’ve tried our best, there are many pros and cons of this game. I always think “This has to get fixed soon.” So tweaking is always my priority so we never really had time to celebrate our successes.

    TIG: What is one piece of feedback that has stuck in your head since launch?

    BHS: There were two. Players were calling TERA “Kumas Online” and “Deep Sea Fishing” because the Kumas and the giant crabs were such good sources of XP. This will be solved.

    TIG: Were there some things you wished the players would have enjoyed though they didn’t?

    BHS: We didn’t like players just swarming over one area. We thought we’d tested the game well but apparently it was not enough. We hope the players won’t just repeat the same area over and over and that they get out there to explore the world.

    As the Graphic Team Captain I don’t like the fact that all the players just run dungeons. We gave the outside world so much care and detail… but we are still happy that some players go out and explore. However, they were too good. They even found this one part where you HAVE to look from the sky to see under development areas on the ground. We don’t even know how they got there.

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    (One player’s screenshot of an area under development.)


    TIG: Many people say the characters are too sexual.

    BHS: When we were designing the outfits for each race we had a few goals. However, we agree we may have gone a bit too far with how much skin the female characters show. We thought it wasn’t a big problem when developing but once players started to play and rotate the camera around it became a problem.

    To give the each race its own style, we always worked on the race first then the outfit but the quality sometimes had drastic differences. Aman females and Elins are the primary examples. They were both worked on at the end but their quality is completely different.

    We thought both of them would only be played by minorities but Elin gained a lot of attention. We are still thinking about what the priority should be when developing characters.

    TIG: Will there be cosmetic items?

    BHS: This will be added slowly and consistently. The players’ gear will always come first but as the updates go on, there will be more importance placed on cosmetic items. We are considering adding an undergarment slot for characters.

    TIG: Are you going to make the story stronger?

    BHS: It is hard to show story in MMORPGs, especially because of the element of party play. Even I had to turn off cut-scenes because when I finished watching the clips other party members were already back in town.

    We are thinking of different methods to deliver the storyline. Cut-scenes are the biggest match for our game but it does not seem to be efficient. We are thinking of a system that does not use text and is not a clip but yet makes you feel the story during gameplay. We will take advantage of this system during future updates.

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    (Many people feel the story is lacking even with cut-scenes and clips.)


    TIG: Many people complain that the patch notes are not descriptive enough.

    BHS: If we put every detail in the patch notes they will be too long. Instead of giving specific numbers we just like to give the players the feel of what changed. We are still discussing how transparent we will be with NHN, we hope to come a conclusion that will satisfy both NHN and the players.

    TIG: Lastly, is there anything you want to say to those currently enjoying TERA?

    Hyun-Kyu Park: I am happy that many people are enjoying our game, and I am aware there are still things that we lack. The developers play the game and feel the gravity of the problems so we understand your complaints. We will try to make the game more enjoyable, all we ask from the players is to have a little faith in us.

    Chul-Woong Hwang: There is still a lot of content we have not gotten to show. We still have a lot of things to reveal so we ask for everyone to wait a bit. TERA’s client size is 22GB but that is not all. Once again I ask everyone to wait a bit for us to show some really enjoyable content.

[Translation] Politics Today, Server Invasions in the Future

Hello again, TERA Fans! We have another article for you-- this one detailing BHS's vision for TERA's launch and future. Check it out below and let us know what you think!


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Politics Today, Server Invasions in the Future
Blue Hole's CEO Kang-Suk Kim talks about his vision for the game and reveals the G*Star 2010 TERA trailer.


Blue Hole's CEO Kang-Suk Kim's appeared at G*Star 2010 press event to talk about TERA's future. First, let's take a look at TERA's beautiful G*Star 2010 trailer. It was made with actual gameplay footage.



The public has always felt that TERA is full of potential. BHS's CEO stated, "There was a lot of pressure on a brand new development company like Blue Hole Studio, but we feel we have shown a unique take on the development of MMOs with TERA."

He also admitted to agreeing with some of the game testers' criticism. Since TERA was developed to be a blockbuster MMORPG, the developers were looking to create a unique game with polish and game play of epic proportions. They also needed recognition from the greater gaming community as the "new" game to look out for in the future.

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During CBT3, the players felt that there was not enough content in-game and the developers believed that one or two new additions to the game would not be enough to satisfy the community.

However, the new client has improved upon many of the features the players wanted fixed and the game has become a lot more polished. The CEO of Bluehole said, "This version will be nothing like the game you played during CBT3, the new TERA awaits you all."

*The new TERA?

For a long time, the non-targeting system was TERA's most marketed feature, but from now on the game will be marketed as using a 'Free Targeting System'. In-game combat itself will be fun and this should draw new players towards the game. The combat system should have easy to use controls and unusual monster patterns will keep players alert. The developers hope to deliver a partying system where strategies really matter and work well.

Blue Hole really worked hard to fix the static gameplay that was seen in CBT3. Better combat controls, increased combat speed, more intuitive camera angles and many situational skills have all been added to the client in order to create a more dynamic gaming experience.

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They also changed their experience earning design so that players did not get stuck during character growth. There are many different roles for strategic party play. In particular, a small party attempting to overcome a giant monster is as fun to watch as it is to play because of all of the different types of party members that exist.

The game now features cinematic cut scenes during quests and important moments in the game's story. Leveling difficulty and rewards have also been adjusted.

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*The Political System is in-game, server invasions to come.

After CBT3, TERA's development team first tried to make group play fun and interesting. Blue Hole's CEO said "Many players love to come together and compete. We don't want players to just enjoy the content we made for them, but to enjoy some of the situations made by the players themselves."

Trading, crafting and combat will help fuel player driven content. In order to keep the game's community strong, guild housing, crafting housing and personal housing are all closely related to in-game guilds.

The Political system has also been added to the game. TERA's political system will include influential leaders who can actually change the game world. Leaders can change the placement of NPCs and even decide if PK will be allowed or not. With the political and guild systems there will be constant rivalries.

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Lastly, BHS is already actively working on the longevity of the game by developing expansions. Their first goal is to work on competition between servers.

They are currently using the term 'Server Invasions'. Guilds may be able to infiltrate different servers and pillage resident guilds. Their goal for the first expansion is to add large scale battles. TERA's developers said they may be adding huge flying monsters in the future.

TERA's main focus during G*Star 2010 is the combat system and from Nov, 26th to 29th they will be going through a server stress test. If the server proves to be stable they will be announcing the game's launch schedule.

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[Translation] This is Game Explores Client Changes since KCBT3

Hello, TERA Fans! I come bearing the first translation of the day! Kalestine and I have worked to translate a detailed This Is Game article that describes some of the most important changes to the Korean client since CBT3.

It's a great read with beautiful screenshots, so check it out and let us know what you think :D


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TERA's OBT to start soon!
The game has changed a lot since last February's 3rd CBT.

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TERA is currently looking to go into Open Beta and at G*Star 2010 Blue Hole Studio will be showcasing TERA for the last time before it launches. We've compared the CBT3 game client to the current client to see what has changed.


*New Race? The appearance of the Elin
The G*star client will include playable female Popori, female Aman, and male High Elf characters for the first time.

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It's important to note that Popori females are now known as 'Elin'. There was a lot of discussion about how different the males and the females look from one another and it seems Blue Hole Studio decided to classify them as a separate race of beings.

Within the game, however, the Popori and the Elin are still organized under the "Popori" name and nothing relating the world or the lore has changed. The situation is similar to our real world "races" among Humans (like Westerners and Easterners.)

*Smoother combat

We were able to experience combat in the G*star 2010 demo. TERA's combat system seemed more action packed and smoother than before.

Firstly, with the addition of new skills, strategic character movement has become necessary. Let's take a look at the Berserker for example. Skills have a huge movement radius so it is important to calculate the distance you travel with the enemy.

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It is important to attack your enemy accurately; movement and positioning are key.


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The ability to move during the "charge" state has been added.


During combat it was very noticeable that character movement and attack speed were increased. Compared to CBT3 the combat feels much more active and exciting. The class most effected by this change was the Archer. The Archer's normal attack speed has significantly increased thus combat has become much easier. The ability to move while charging skills made theses skills much easier to use.

*Skill combo system added.

While playing the G*Star 2010 version of the client, we noticed the new combo system the most. When using certain skills, the game would show the icon of the skill you could use next to string the two skills together as a combo on the screen.

For example the Sorcerer class' 'Frost Needle' skill allows the skill 'Bomb Toss' to be used directly after as a combo.

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Combo skills can be easily used by pressing the Space Bar.


When combo icons appear, for the duration of the time the icon is visible, you can press space bar to quickly execute the skill.

*Increased number of skills.

The G*star 2010 client includes many more class skills than the CBT3 client.

The sorcerer class gained a backstep skill to quickly create distance between the enemy and the player and the skill 'Bomb Toss' throws an exploding bomb in front of the caster.

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The Sorcerer's Backstep skill.


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The Berserker's Vortex skill.


In the G*star 2010 client, each class starts with about 7 skills on the hotbar but you can also choose from many other skills in the skill panel (Hotkey K).

*New Graphical Effect for debuffs.

When a character or a monster is infected by a status ailment, certain marks or symbols appear above their heads.

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A poisoned monster.


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A sleep'd Monster.


If an enemy is affected with a poison debuff a crimson colored icon will appear above their head. If a monster is afflicted with sleep, a purple icon will appear above their head.

*The appearance of TERA's first mounts.

The first appearance of mounts in TERA is also very notable. By default, mounts are assigned to the F3 key and if you press the key, a mount is immediately summoned. In the G-star 2010 client, all races and class have the same mount, the Warhorse. The Warhorse is instantly spawned when summoned and instantly despawned as well.

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You can summon and ride the Warhorse.


There wasn't any Horseback combat yet so when you are attacked while mounted you are immediately knocked off your mount.

*Changes in old and new zones.

You can visit the Lake of the Moon, City of Forgotten Giants, Plateau of the Tyrant and an instanced dungeon in the G*Star 2010 client.

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The Lake of the Moon has a beautiful atmosphere.


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The snowy Plateau of the Tyrant.


The Lake of the Moon and the Plateau of the Forgotten Giants has already revealed, but little details were definitely improved upon.

The Plateau of the Tyrant is a new zone that is being shown at G*Star 2010 and it is a snowy place. There are snow effects on the ground and in the atmosphere of the zone.

*UI Design changes

In TERA, if you press the ALT or the ESC key, you change from Normal mode to UI mode. UI mode allows your mouse to be usable and brings up menus.

There were a few changes made to the UI mode. The system menu was added to the bottom of the screen. The system menu makes it easier to open different panels.

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When in UI mode, the system menu pops up along with a row of icons for useful menus.


Players could also drag UI elements around to taste.

The world map was also improved upon. Take a look at before and after pictures below.

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The world map from CBT3.


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The new world map revealed during G*Star 2010.


The old UI design was antiquated and this new design is much easier on the eyes. The developers have used colors that are easier to see instead of colors that blend in with the map.

*What else changed in TERA?

We talked to Blue Hole Studio and things that seem to have changed the most are the gameplay and the questing. The G*star 2010 Client will only be a glimpse of what to expect in the OBT that is soon to come.

We're excited to see more changes in TERA with the OBT set to hit in the near future.

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Slayer Column: Slay On!

OK. I’m going to flat out say it: I like swords.

They are sharp. They are pointy. They kill things to death. And this is awesome. But before you start jumping to conclusions about me from those four previous sentences, let me get one thing straight: I’m hardly a bloodthirsty monster whose only idea of what’s best in life is to crush his enemies, see them driven to before him, and hear the lamentation of their women. At least, I think so.

But, that aside, when I’m in the mindset of a fantasy setting where anything can happen? I throw caution to the wind and say “Screw the rules; this is awesome.”

The game world is designed as such to allow everything from humans, to pretty-boy and succubus-esque demons, rock giant loremasters, bishounen and (arguably) sexy elves, musclebound draconic humanoids, to the collective fuzzies whose genders are almost-but-not-quite-entirely-unlike different races, ALL of which in a setting to co-exist not only in a persistent environment, but also mesh in a cohesive art style. If this doesn’t say that this game has at least some form of cool factor at least in art direction, I don’t know what does.

When I was researching deep into the classes of TERA after seeing how much this game ran on the Rule of Cool, I was immediately sold by the promise of utilizing this awesome with an action combat system (a fact many of you are also aware of, I’m sure). This left me with the process of going through class after class to find the one which “clicked” the best. Obviously, everyone has their favorites, and I’m certainly no exception. Surprisingly though, the decision came fairly quickly.

I didn’t care for magic. I didn’t care for super heavy armor. I didn’t care for pew pew. And I didn’t care to be supremely agile and fast. And I decided upon that after seeing only the first class I clicked on, which incidentally happened to be the Slayer.

When I compare a gigantic blade of steel or unobtanium slicing into several mobs in a single, overpowering arc of immeasurable strength to throwing pretty lights, shooting wedges on sticks, guarding with a shield or poleaxe, or have to resort to using poisons on blades, this is hardly a fair contest.

This is how I see it: You have a big sword. You are actually able to swing it. You don’t have to prepare your spells or anything. You charge in. You swing the sword several times and time a whirlwind to deal massive area of effect damage to the mobs. They get flung back or stunned. You finish them off. All of this caused with brute force and (essentially) a giant hunk of finely edged metal.

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I would advise not to voice your criticizing opinions too loudly. You may find you'll be getting a rather convincing counter-argument.


For me, this is the epitome of what this game is to me: over-the-top epic going against all natural laws of physics and everything else for the sake of the Rule of Cool. If you stick around for the coming weeks, I’ll highlight some of what makes the Slayer and the rest of TERA have this uncanny quality. For those concerned about me neglecting the news about the class: don’t worry. I will be writing up on more detail on the class, especially the theory-crafting bit, as we get some more definite (and revealable) information.

For now, let’s all sit back and relax and twiddle our thumbs impatiently while I crack some hopefully entertaining articles for you all every Wednesday, especially for all of the Slayer fans who happen to come across this.

I’m Sorxaro, and this is “Slay On!”

TERA’s Gamescom 2010 Press Release

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BrotherMagneto at Gamescom 2010 with some sweet TERA stairs!


Ello again, TERA Fans! Today, En Masse Entertainment unveiled their Gamescom 2010 TERA press release! Check it out below!

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En Masse Entertainment to Unveil New Gameplay for Heralded Action MMORPG TERA
at Upcoming gamescom Trade Fair


First True Action MMORPG Will Take Players Deeper Into the World of TERA at gamescom 2010


SEATTLE, Aug 17, 2010 -- En Masse Entertainment, a new breed of game publisher specializing in delivering world-class online properties to new audiences, announced new TERA features will be demoed at gamescom 2010 in Cologne, Germany. The En Masse team will showcase a full dungeon crawl for the first time as well as new story details from the game's rich lore, encounters with new creatures and monsters, information about quests, and exposition of group tactics, offering a glimpse at the rich story and gameplay satisfying depth that lurks below TERA's stunning visuals and viscerally satisfying combat experience.

"Players have responded to the fast-paced action of TERA's dynamic combat system," said Dr. Jae-Heon Yang, CEO, En Masse Entertainment. "Now we are excited to delve beyond engaging gameplay experiences and reveal more of TERA's details and richness. These threads create the compelling tapestry players will experience in TERA." In the game's first-ever demonstrated dungeon crawl, players at gamescom will venture underground, learning more about the game's rich lore and backstory, and what drives the numerous races to work with and against each other. Employing the game's unique action-based combat system, coordinated party tactics, and strategic item use, a small but brave band of adventurers will undertake a daring quest culminating in a heroic battle against the Bolkanus Destroyer, a terrifying creature summoned by dark cannibal magic to wreak destruction. The Destroyer is only a hint of the true evil lurking in the world of TERA.

In TERA, players master their destiny in a richly detailed game world with a pioneering dynamic combat system. Individual player actions can transform the balance of power in a world where old rivalries are erased, and disparate races must form a common federation to stave off destruction by marauding monsters and warring gods. Currently in development for the PC by Bluehole Studio™, TERA will launch in Korea in 2010, and North America and Europe in 2011.

En Masse will demo live gameplay of TERA at gamescom 2010 in Cologne, Germany from August 18--22 in Hall 4.2, Booth J-020. For press and players unable to attend gamescom, a new trailer will be released at the show revealing new lore details.

For more information on TERA, please visit www.TERA-Online.com.


I'm looking forward to everything we'll see coming out of Gamescom this week, new or not!

TERA Online MMORPG

www.prophetslair.net http TERA is a massively multiplayer online roleplaying game (MMORPG) in which you fight to protect the Valkyon Federation—an alliance of the world’s surface races—while also battling for glory and power. With action-filled gameplay and riveting visuals, TERA promises a thrilling, engaging ride. TERA is breathtaking, with stunning graphics that fully immerse players in its varied environments. Couple that with an exciting new combat system that provides fast-paced, intense battles and engages characters of all classes, and you’ve got a recipe for the best MMO experience to date. Craft the finest gear, form a group with your allies, conquer a world filled with treacherous monsters, and maneuver your way to the pinnacle of power on your server! TERA offers a unique endgame experience, one where players and guilds vie for control of the Federation. In a world where gods slumber and demons scheme, the Federation needs brave heroes to take up the mantle of leadership. Through martial power and arcane might, you can join the ranks of heroes and save the world of TERA!

Press Release: TERA at E3

Good afternoon, TERA Fans! Today, the TERA team unveiled their E3 press release, announcing the availability of a hands-on version of the game at E3. Once more, for those of you who can't be at E3, I will be heading to LA to report everything I see for Curse.com and TERA Fans.

The E3 Expo is next week from June 15th to June 17th.

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EN MASSE ENTERTAINMENT TO UNVEIL HANDS-ON DEMO
OF GROUNDBREAKING ACTION MMO TERA AT E3


Show Attendees to Experience Non-Target Based
Combat in World’s First True Action MMO


SEATTLE, WA – June 10, 2010 – En Masse Entertainment, a new breed of game publisher focused on delivering highly anticipated online video games to Western audiences, announced today that it will present the first hands-on demo of its flagship Action MMO title, TERA™, at the upcoming Electronic Entertainment Expo 2010 in Los Angeles. The hands-on demo will focus on TERA's groundbreaking action combat system, which allows players to step into a world where their actions, teamwork, and combat expertise—not statistics—give them a chance to become true heroes in the face of danger.

"At E3, people will have the chance to experience firsthand what makes TERA's gameplay so exciting," said En Masse CEO Dr. Jae-Heon Yang. "Select media will form a party with varied roles and venture forth to experience their first battle using our innovative action/adventure style combat system. During the show, players will see how TERA is changing the rules of MMO combat."

TERA is an innovative Action MMORPG with rich graphics and animations where players fully control their characters through the game’s dynamic battle system. Player actions in TERA can change the balance of power in a world threatened by dark powers as six allied races work together to protect their world. The game, which is currently in development for PC, will launch in North America and Europe in 2011.

TERA will be available at E3 for hands-on play in the En Masse Entertainment booth (#537) in the South Hall during show hours on June 15–17, 2010.

Players can visit the official TERA website for game information, team updates, and to sign up for beta testing opportunities at: www.TERA-Online.com

IGN’s Look into the World of TERA!

Good evening, TERA Fans! IGN has gotten a look at TERA and an interview from producer Brian Knox. Now their sharing their first impressions thrrough an article and three new videos you can find below!

The first video depicts TeraFans Wiki - Island of DawnThe Island of Dawn , the second depicts the TeraFans Wiki - Oblivion WoodsOblivion Woods and TeraFans Wiki - Tuwangi MireTuwangi Mire .

You can find the original article here or check it out below. Enjoy!

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TERA is one of our most hotly anticipated MMOs here at IGN. With a colorful art style, extremely impressive visuals, and an action-based combat system where your positioning relative to your enemy truly counts, TERA is impressive on all fronts. En Masse Entertainment, the North American publisher of the Bluehole Studios game, have given us the low-down (that's slang for "information", or "soulful feeling of early blues" depending on the context) on the world of TERA, and we will dispense with that soulful feeling of early blues forthwith.



In the video above you'll see a lot of ruins, a campsite, and a giant, floating tree with things (probably magical!) orbiting the trunk. The real treats are, however, in the background. The entire island seems to be encircled by waterfalls that can be seen from all over the landmass. Keep an eye out for the wrecked pirate ship balanced precariously on the water's precipice. We really, really hope we get to go there, though considering the whole "raging currents" thing, it is unlikely.

Just north of the Island of Dawn, a brown line cuts a swath through the two continents. According to Knox: "Long ago, the "children" of Arun and Shara warred against themselves. These powerful gods used powers and weapons unmatched before or since—and one of them went completely out of control." It took the sacrifice of a god known as Balder to cease the fighting, and it was his selfless act that heralded the "Age of Mortals," which is the period in which the game takes place.



Spiritwood, showcased in the video above, is the zone players enter shortly after the Island of Dawn. It is much darker, with torches lighting the path, and stony constructs dangling from tree branches. It is home to a location known as Crescentia, which plays a central role in a series of quests. "The Devan bandits have pretty much taken over," Knox explains, "and everyone has lost something…or someone." Devas – the race of the invading bandits – look similar to the Castanics (one of the playable races) though, as Knox tells us, "They may look like Castanics, but the two peoples parted ways long ago."



This final video above displays Deadwood Bog. "That area's part of a zone known as the Tuwangi Mire," says Knox, "a place inhabited by strange humanoids of the same name. Seemingly without culture or resources, the Tuwangis have somehow adapted "frogs" into any number of uses." At least one of the uses includes makeshift balloons. You know, in case you need a frog balloon. Although this zone isn't as visually striking as the Island of Dawn, pausing the video while one of the totem poles is on display shows just how detailed the art really gets.

The geography has gameplay applications, too. Due to the nature of the action-based combat, using objects in the world opens up strategic options. "We've put together a world where ducking behind a rock is a viable way to avoid being hit by an attack." Knox says. "At the same time, climbing up on top of a stone idol might get you out of reach of a lot of mobs, but also out of range for your own attacks"

Much of the world still remains a mystery, of course. The large zone in the northern part of Arun, for example, is larger than any other on the map, and clearly borders the big brown scratch. We asked about this area: "Like any classic adventure story, there's always a little bit more to learn in TERA than can happen in just one release…. hypothetically speaking, of course." Sounds like post-launch content to us.
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