TERAonline.it granted exclusive PvP interview with Brian Knox!

Good morning, TERA Fans! Recently, TERAonline.it was able to speak with Brian Knox about PvP in TERA. What resulted was an interesting Q&A, confirming a few aspects of PvP in TERA.

You can read the full interview here and a preview below, enjoy!

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Q: Will the PVP system will be more oriented toward solo PVP, group PVP or mass PVP?

A: The most fitting answer to that question is really "all of the above." We set out to give players as much choice as possible when it comes to TERA’s PvP. Dueling is a basic feature of the game--anyone on any server can initiate or take part in a duel. Groups will inevitably come into conflict with one another both on large battlegrounds and in smaller-scale skirmishes. At higher levels, players will come into contact with other player groups more and more often, so at that point you’ll see a natural move toward group or mass PvP.

Q: In the past someone mentioned a “declaration of PVP” in PVP servers – how will this work?

A: We want to create a system that allows for full PvP freedom but discourages ganking. The declaration of PvP you’re referring to is something in the Korean version of the game that warns a PK target you’re about to kill them, which we actually removed in our first Focus Group Test to see how the game worked without it. It’s not quite perfect yet but we’re getting close.

Character Creation Video Translated!

Good morning, TERA Fans! Today, thanks to our wonderful translator, Meiellink, the sliders found in the new character creation video have been translated!

If you missed the video earlier this week, it featured the hyper-speed character creation of a male TeraFans Wiki - HumanHuman , TeraFans Wiki - BarakaBaraka , male TeraFans Wiki - High ElfHigh Elf , male and female TeraFans Wiki - AmanAman , male TeraFans Wiki - CastanicCastanic , and female TeraFans Wiki - PoporiPopori , and introduced new facial feature sliders as a reaction to player feedback. You can watch it below to refresh your memory!



Since the video was shot in the Korean version of TERA, us Western TERA fans could only speculate which feature each slider controlled, but thanks to Meiellink, now we know! Enjoy!


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Slider Categories

  • Face Shape

  • Eyes
  • Nose

  • Mouth
  • Ears


Face Shape
- Sliders go from minimum to maximum, left to right.


  • Eyebrow Shape

  • Cheek Shape

  • Jaw Length


  • Jaw Width


  • Jaw Position (Backwards -> Forward)


Eyes


  • Eye Size (Minimum -> Maximum)

  • Eye Shape (Narrow -> Wide)

  • Eye Location (Down -> Up)

  • Width of mid-face (Minimum -> Maximum)

  • Eye Corner (Down -> Up)

  • Position of Eyebrow 1 (Down -> Up)

  • Position of Eyebrow 2 (Down -> Up)




Nose
-Keep in mind, this particular category did not translate well. Popori have the fewest of these options available.


  • Nose Hight (Low -> High)


  • Hight of Nose Shape (? heh) (Minimum -> Maximum)

  • ? (Minimum -> Maximum)

  • Nostril Width (Minimum -> Maximum)

  • Nostril Position (Down -> Up)

  • ? (Minimum -> Maximum)

  • Nose Tip Direction (Down -> Up)

  • Nose Distortion (Right -> Left)



Mouth


  • Mouth Position (Down -> Up)

  • Mouth Size (Minimum -> Maximum)

  • Lip Thickness (Minimum -> Maximum)

  • Lower Lip (Up -> Down)

  • Mouth Hight (Minimum -> Maximum)

  • Mouth Corners (Down -> Up)




Ear


  • Direction of Ear 1 (Up -> Down)

  • Direction of Ear 2 (Up -> Down)

  • Direction of Ear 3 (Back -> Front)

  • Ear Size (Minimum -> Maximum)

Mr. Blue Descibes changes coming to the Korean client based on Feedback.

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!


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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.

Posted Image



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.

Mr. Blue Descibes changes coming to the Korean client based on Feedback.

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!


Posted Image



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.

Posted Image



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.

Bluehole Studio


TERA’s creators, Bluehole Studio, takes its name from the Great Blue Hole of Belize. But has anyone heard of this company before? I haven’t. Who is the Bluehole team?

The studio is based in Seoul, Korea, and is devoted entirely to online gaming. It was founded in 2007 by a team of “industry veterans”. As of now, the only product in its portfolio is, TERA. According to its English site, Bluehole is made up of over 200 employees, along with a handful of former core developers from NCSoft (responsible for Aion, the Lineage series, etc). These distinguished members include, quote, “the former producer, lead game designer, lead programmer, and art director of Lineage II.“ Sounds like some heavy hitters. And starting out with a team of 200+? Perhaps Bluehole is a gaming company to watch for in the future. The Korean version of their homepage contains far more details than the English one, but unfortunately I understand none of it. If someone would like to translate some key information, that would be fantastic. In any case, Bluehole Studio radiates an aura of professionalism and is worth keeping an eye on.

Summary of Character Growth Suggestions from the Official Korean Site

Good morning, TERA Fans! A few weeks ago, Tree on the Official Korean website posted another summary of player feedback. This particular discussion focused on character growth.

In the wake of the news that the Korean version of TERA will be delayed, discussions like these have become increasingly important for the Western fan base to pay attention to because they give insight into the reasons for the game's delay. If the delay is to add little finishing touches like these ideas described, then personally I'm all for it!

You can find the discussion below, thanks to our fantastic translation team, Meiellink and Locien :3 Enjoy!


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Quote

Good day, this is Tree.

First of all we'd like to express our gratitude to all of you who participated in the discussion about character growth that we held during the past two weeks.

This discussion was held to find out what would make character growth as fun as possible for future TERA players. We have summarized your varied and interesting suggestions.


What would you like to see in terms of character growth in TERA?

1. Changes in character appearence
We've been told that many players would like to see changes to a character's appearance as the player levels. Things such as battle scars, tattoos, patterns and other new customizable options should be available to choose from.


2. Skill effect changes
The skills that already exist in TERA are used a lot and we've been told that people would like to see these skills develop further as their characters grow.


3. Freely customize your character's stats
We've been told that people would like to be able to raise their characters' individual stats to develop their characters in a specific direction.


4. Proficiency system
We've been told that people want to see a proficiency level system for weapons and skill learning.


5. Unique traits for different races and classes
We've been told that people think that the addition of unique traits to distinguish races and classes will help stimulate the sense of character growth.


6. Skill tree system
We've been told that people think the addition of a skill tree system will give even more freedom to choose how to develop your character.


7. Pet growth according to character growth
We've been told that people want to see their pets(homunculus and pets introduced later on) grow according to their character's growth.


8. Et cetera
We also received many other opinions regarding character growth.


We'd like to thank you again for debating so passionately. We're counting that as many as possible of you will participate in today's upcoming discussion "What would you like to see in TERA's party system?".

Thank you very much.

Aion: 8 New Trailers Released for New Skills of Version 1.9

The official of Aion just updated 8 brand new trailers for new skills of the new version which was just launched on Mar 24th in Korea. It has been also announced that the 2.0 version would be available in May, but only for the Korean version. Maybe what we can do is just to keep patience.

Aion(KR): Debry Costume and Special Weapons for White Day

Korean Version's Aion just released new special costume and weapon for the upcoming White Day. It allows players to dress themselves up as a Debry (a kind of cute monster in Aion).

En Masse Answers Important questions!

Good Morning, TERA Fans! Over the past week, En Masse staff members have asked you to pose your most burning questions to the team. Yesterday, they answered many of them! If you missed the post, here's the Q&A.

Original Post: http://tera-online.com/forums/showpost.php?p=31947&postcount=124

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Here is the first batch of answers to your TERA questions!

Gameplay

Q: How long will in take to reach the level cap?
A: It will no doubt take players of different skills different amounts of time, and we're still soliciting feedback from focus groups and beta tests, so it's too early to give any definitive length of time.

Q: Has there been any thought about a sub-classing system once a character reaches the level cap?
A: Not specifically, no. There will be other things for players to do once they reach the level cap.

Q: What end-game content is planned?
A: Players will find that at higher levels they'll have the potential to affect both events and the world itself. We'll have more to announce about this soon, so stay tuned!

Localization

Q: Will the localization process affect voiceovers, NPC names, and the overall difficulty of the game?
A: Localization will include more than just translation; we're going to be fleshing out many of the game's story elements, including NPC names, and taking the feedback from the focus groups into account for the game's playability as well.

Q: Do you plan on localizing the music of TERA as well?
A: At this time, it is unlikely that the soundtrack will be affected by localization efforts.

Q: If the NPC voices are changed, is there any chance that we'll be able to choose between the Western and Korean voices?
A: No, as some of the content may be fundamentally different between the two versions.

Q: Will the western version of TERA include everything that the Korean version has?
A: Although there may be some differences, the western version will have content and story that is specifically designed for the North American and European audience.

Q: What kind of changes will be made to the western version of TERA and how much influence does the community have?
A: The localization process will include fleshing out the game's lore, storyline, quests, and dialogue. Community feedback is extremely important to us; we will be continuing to run focus groups and to take community suggestions and feedback into account.

Q: In Korea, TERA is rated for adults. Can we expect the western version of the game to receive an M rating? Will any content be cut to get a T rating?
A: Although it’s premature to speculate on which rating it will receive at this time, we do not anticipate cutting content for rating purposes.

Q: Is there any chance the female Popori will be redesigned as part of TERA's localization?
A: The Popori females take offense at such a question!

Security

Q: How aggressively are you planning to combat botting?
A: Any method of cheating will not be tolerated, and we plan to work both proactively and reactively to ensure everyone has an enjoyable gaming experience and environment.

Q: Will Gameguard be included in the western version of the game?
A: We've seen quite a bit of player feedback about GameGuard in the last couple of weeks and will definitely take it into consideration. Please know that our goal is to provide players a seamless, safe, and fair gameplay experience and not to create barriers to entry.

Q: Will there be an in-game system for users to report spamming?
A: We are aware of the potential for such a system and will be considering it as TERA moves forward in development.

Publishing

Q: Will TERA be released in Spanish or Portuguese?
A: Our evaluation of which languages to release TERA in is still underway.

Q: When will the western version of TERA be released?
A: We will be announcing estimated release windows at a later time.

Q: Will players be able to play on any TERA server regardless of geographic location?
A: Region filtering will depend on server architecture and location and is not yet decided.

We will be posting the next batch of answers as soon as they're ready.
-- Scapes


If you still have a question, feel free to ask it in this thread on the official forums!

TERA Online Almost Gets a Release Date for Western and Europe Gamers

TERA : Announced for Western Audiences


We’ve all known about the Korean version of Bluehole Studio’s upcoming MMORPG TERA for some time now, but details on a Western release were scant, if not entirely unavailable. That is, until today.

Bluehole Studios has announced the formation of a new publisher, En Masse Entertainment, whose sole task is to focus on bringing Korean MMOG’s to the west, with their first project being the highly anticipated TERA: The Exiled Realm of Arborea.

En Masse will debut the game at this year’s GDC, and has set an early 2011 release date for the Western version of the game, while the Korean version is set to launch sometime this year.

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