Good evening, TERA Fans! With the news that the Korean version of TERA is being pushed back to address player feedback, many players have been wondering what kind of changes will be made.
Meiellink and
Locien, our wonderful translation team, have begun translating some of the major changes Korean testers will see.
Keep in mind that these changes may or may not make it to the Western version of the game, but it's always good to know what's going on in the Korean version of the game!
Check out the first 10 changes below, in question and answer format!
Good day, this is
Mr. Blue.
It's been a long time since I last addressed the community. I should have done this much earlier, since it's been a month since I last wrote a letter to the community. I hope you can understand that we wanted some more time to discuss things.
Today I'm going to address the concerns of our ever so loyal followers and the solutions the development team has been working on. Due to the amount of suggestions we've received we won't be able to talk about all of them at this time, but we promise that they will be addressed later on in the development news part of the website.
We believe that we can fix the issues you mentioned.
Q. At this time, there doesn't seem to be any difference between the races except for their appearance. Do you have any plans to give them special traits?
A. We're currently in the process of implementing unique traits for each race that won't affect gameplay balance. We believe that this will help players feel a stronger distinction between individual races.
Q. Since there's a lack of skills, the fun of choosing a skill according to the situation can't be experienced. Do you plan to add more skills?
A. We're steadily adding new skills, however we weren't able to show off the skills too well in the third closed beta. The number of skills was too low and even though you're required to use certain skills according to the battle situation we felt that it wasn't smooth enough. We plan on adding new skills that you will gain as you progress you character which will strengthen the feel of selecting skills according to a monster's AI. In addition to this we're examining the possibility of adding strong skills to help solo players which won't affect the party play balance. We're also working on implementing offensive skills focusing on PVP for the higher levels of the game.
Q. Since all characters of the same class and level have the same stats, it was hard to feel any difference between your own character and other characters with the same class/level combination. Will it be possible to customize your character's traits?
A. We're working on implementing a system which will let you improve the skills that you believe fits your play style the best. This system will let you improve factors of skills such as cooldowns, MP usage, attack power and range of skills to allow for more customization freedom. The system will use points which you can assign and reset freely. Players will be able to assign and remove their points according to their strategies and it's possible to use skills while doing so.
Q. After using some skills there's a small delay before you can do anything and it disrupts the feeling of the game. Do you have any plans to remedy this problem?
A. This is something we're continuously working on to achieve the best possible feeling in combat gameplay. We're looking for the problematic parts and improve them as we go.
Q. There are too many repeatable quests, these are making players bored and frustrating them. In which way will quests be improved?
A. We're planning on adding more types of quests and in addition to this we're improving the main quests to further promote the storyline in various ways to increase the fun of doing quests. Along with this we've scrapped the repeatable quests which were pointed out as boring to implement new quests to take their places. We're also addressing the problem with the party play item distribution in quests such as the "Basilisk's Heart" and it will be given an extensive fine tuning, which we hope will remove the dissatisfaction players felt during the third closed beta.
Q. There isn't much difference between hunting zones except for their appearance. The monsters look similar and it feels repetitive. Will the existing zones stay the same?
A. A complete renewal of the hunting zones, including the ones in Arun continent which players have visited is already planned. This doesn't just encompass the variety of monsters, placement, paths, topography and buildings, but also things such as quest types, quest lines and the placement of solo and party quests. We're going to take these factors and others into account as we measure the level of completion of the renewed zones one at a time. In addition to this we're also taking the general flow and difficulty of hunting zones as the player progresses into consideration and will improve them as we go.
Q. There are some hunting zones were solo play is too difficult. Please reconsider this.
A. TERA was made in such a way that you need to form parties more as your level gets higher. However, to make sure this doesn't cause problems for people who like to solo we're planning on adding hunting zones specifically for solo play. Along with this we plan to integrate the existing Party Matching System into the system menu and improve its functions to make it so that forming parties and inviting members will be much easier.
Q. It was hard to feel a difference in the abilities and attack patterns between different large quest monsters. Will this experience continue?
A. The AI of large quest monsters and the boss monsters found in instanced dungeons wasn't implemented completely. Since the hunting of large quest monsters are an important and fun aspect of party play in TERA, we're working on implementing a more complete AI which will be more challenging and give off a stronger sense of achievement after victory. We're planning on giving the monsters in question more abilities and make it so it will be easier to discern their attack patterns to allow for more tactical party play.
Q. When traveling, you automatically go into combat mode if monsters notice you. This is problematic because you start to walk slower and any buffs increasing movement speed also disappear.
A. It seems like this problem caused some dissatisfaction. We're intending to change this so that players won't enter combat mode unless they hit something or get hit by something. Additionally, we're going to make it so that buffs increasing movement speed won't disappear when entering combat mode.
Q. When questing sometimes you get killed by players passing by, when you respawn you immediately get killed again, this is very frustrating. I wonder if the PK rules will be adjusted.
A. We're giving the PK rules a complete revamp and we're considering ways to counter excessive and indiscreet PKing which is causing discomfort.
It sounds like the Korean players have a lot of the same concerns the Western players do! Stay tuned for the next part of these questions soon.