Lancer Column: Lance and Board

Lance and board. Doesn’t quite sound right does it?

A little information to start what will hopefully be a series of successful Lancer columns. As I haven’t been lucky enough to be in any of the FGTs (big hint to anyone in a position of power who reads this ;D), these columns will be largely made up of pure speculation and my opinions on articles I’ve read or videos I’ve seen. Until I get to try the game out for myself, that is.

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What attracted me, personally, to the Lancer class were a few simple points. Heavy armour, fun gameplay mechanics, and a button for raising one’s shield. I realise the last point was more of a TERA mechanic as opposed to a Lancer mechanic, but it boils down to the one reason I always shied away from tank classes in previous MMOs I’ve played – interaction. I’ll use World of Warcraft as a basic example. In a nutshell, tanking in WoW consists mainly of standing still in front of the enemy with one eye on one’s health and one eye on one’s threat meter. With some exceptions, what the enemy itself is doing is largely unimportant so long as you keep oneself at the top of its threat list. The Lancer can’t do that. The Lancer needs to stand between the enemy and allies to use the shield to block attacks from reaching allies. The Lancer needs to actually press and hold a button to execute said block. The Lancer doesn’t stack a blocking stat and pray to the rng Gods that a portion of incoming damage is reduced.

Interaction. The one thing that tanking has lacked thus far in MMOs. The act of actually physically blocking attacks from reaching allies just gives that much more weight to the word “tank”. PvP is also a factor in my decision to play a Lancer in TERA when I mostly played as dps in other MMOs. It’s entirely possible, and sometimes the best thing to do, to just bypass a tank completely and ignore them until you’ve managed to beat down the squishies providing backup for the tank. With the collision detecting preventing enemies from running right through you, in theory it should be entirely possible for a Lancer and allies to command control of a choke point such as a bridge. With the lancer standing on the bridge or a mountain pass, shield raised, and said allies staying back a little to heal the Lancer and attack the enemies. With good coordination between the players, a choke point such as this could decide the outcome of the PvP encounter. A shield used for shielding.

This raises a very important question in my mind – race selection. Presumably the larger races such as Aman will have a larger hit box, resulting in an easier time in blocking attacks from reaching allies, or blocking enemies from passing the Lancer at a choke point. Not to say that the smaller races just won’t be able to do any of this. Will it be easier for larger races? Will the shield hit box be the same size for each character? This is highly unlikely, and it could possibly mean that for certain points in the game, a Lancer will have a restricted choice of race. Honestly, I can’t imagine a Popori Lancer having the same size shield hit box as an Aman Lancer.

Then we come to the Lancer’s role in parties. Up until now, I’ve only been talking as if Lancers were only viable as tanks. This is not necessarily true. With proper gearing and (very heavy on the assumptions here) speccing, Lancers might well be able to output some proper dps numbers. Mostly for PvP and solo content, of course, but with good enough reactions it could be possible for a Lancer to do extra dps in PvE by sacrificing some tank-like stats. This may strike some of you as an odd thing to do, but with TERA’s heavy emphasis on reacting to enemy attacks and raising your shield in time, or even moving out of the attack’s area of effect altogether, Lancers may end up as quite the dps boost to the party. Imagine this – you’re PvPing and you see a Lancer heading your way. Your party is occupied elsewhere, so is the Lancer’s. It’s common knowledge that tanks generally don’t do much damage, so you figure that you could prevent the Lancer’s advance for a while to give your party a chance to catch up to you for backup. The Lancer blocks one of your attacks which is followed by Riposte. Suddenly, Crash Gear then Shield Bash. You’re stunned and have reduced armour. The Lancer’s doing a lot more damage than you first anticipated. You try to run away to get some breathing room and think about what to do next. The Lancer charges. You try to run again? Noose.

Not only could play like this do quite a decent amount of damage, but coming from someone that’s supposed to be a tank? It may well leave a lot of players disorientated; damage and ferocity unexpected from a tank. Even with gearing for damage output, with good reactions and anticipation of what other people will do it such situations, a skilled Lancer could be a very formidable opponent.

This column feels a little too technical to me. I'll try to break up the next one if I can. Let me know what you think.

To me, this opportunity is as much a learning experience as it is about sharing my opinions and experiences with the community. Maybe I said something outrageous; maybe I said something completely wrong, any feedback is good feedback. The more feedback I receive then the more I can better myself and better my columns.
I hope you all enjoyed reading this as much as I did writing it. Peace out.

~x

Nerds Forced To Leave Comic Con After Playing TERA For Six Straight Hours

Good morning, TERA Fans! Official interviews are great for learning about TERA's core features, and a fanatic like me going on about how wonderful the game is leaves you wondering if there's a bias involved. However, if you want to know how the game really is who better to look to than two anonymous nerds?

Ripten.com did just that! After learning that two nerds had been playing at the TERA booth all day, Dave Oshry asked them for an interview about the game. Check it out here or at Ripten.com!

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That’s right, six hours with hardly a bathroom break. While hanging out with the guys at En Masse to talk about the latest news they had recently announced about their highly anticipated true-action MMO TERA, I was alerted to the fact that these two guys had been playing the game non-stop all day. As the convention was coming to a close, they refused to leave the terminal, so naturally, I interviewed them!!

From this point on, the guy in the blue shall be referred to as Nerd 1, and the guy in black as Nerd 2. While conducting this interview, these guys did not stop playing the game for one second, or even take their eyes off the screen . . . even the guy who wasn’t playing.

DO: Somone told me that there’s been two guys on this console all day, is that you!?

Nerd2: Haha well, we we’re playing together but they made me move so this kid could get on, so now I’m just watching him play.

Nerd1: But yah, we’ve been here since like 11am

DO: Wow, that’s hardcore . . . so what MMOs have you played before and why are you so into TERA right now?

Nerd1: Well, I played World of Warcraft for years, thats pretty much the only one, and I’m into TERA right now because for PvP and PvE it’s more skill based.

DO: So you mean its not just pressing buttons in a rotation and waiting for cooldowns?

Nerd1: Yah, in WoW I’m basically my friends personal healer. I heal by pressing a button and spinning in a pretty circle. Here, I actually have to aim my heals and dodge attacks and get into the battle.

DO: Interesting, How else is it better than WoW? I played WoW for almost five years, and only now is it starting to feel old

Nerd1: I still like WoW, but these graphics are amazing, the environment, all the races and classes too, its very well balanced

Nerd 2: Its beautiful, its perfectly rendered


Nerd1: I also like how the PvE monsters follow your every move. They actually will watch you jump, they try to encircle and flank you, the AI is no joke. Also, this game takes skill, you can almost solo a boss by yourself if your that good

DO: So the AI is actually proper? They don’t just path and go through the motions?

Nerd1: Exactly, TERA is skill based while WoW is all about gear and rotation and group comp. In TERA theres no need for a gearscore and having to get geared. There’s no way to get carrried by pressing 2 buttons here, you have to get involved and be skillful. You actually have to get in there, it feels real, your not just going through the motions

DO: Absolutely, I can see you’re really into it (I LoL to myself)

Nerd1: Hell yea, the collision detection is awesome, everything is just awesome, I can’t wait for it to come out

Awesome indeed. So awesome that I even filmed these guys playing TERA for a few minutes, enjoy.



So, do you agree? Is TERA the future of MMO’s while games like WoW are the past? Only time will tell, but no matter what you think, it looks like TERA is the real deal.

TERA Online Official Trailer

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!

Tera Online Next BIG mmo trailer

THE NEXT BIG AND NEXT GENERATION MMORPG *MUST SEE!* websites: official site: tera-online.com terafans.com MUST SEE next generation mmo top gaming nhn hangame world of warcraft blizzard top massive multiplayer hit 2009 2010

"WoW-killer" and its Implications

How many times have we heard that some upcoming MMO is slated to be the "WoW-Killer"? Like some unknown hero, the WoW-killer advances slowly from the shadows, where countless onlookers will see if he is the one to fell the MMO giant. Yet, how many times have so called WoW-killers fulfilled that promise? Zero. World of Warcraft remains by far, far the largest MMO userbase in the world. What does this mean for TERA and its future place in the MMO market?

I will state right now that I am not a huge fan of WoW, but I do think it's one of the best MMOs out there. Let's examine the factors of WoW's success.
  1. Blizzard has spent over a decade forging its company name, with games like Warcraft and Starcraft known all over the world. WoW had amazing hype up until its release.
  2. Blizzard has much more budget to spend than any other MMO company out there, including its largest competitors like NCSoft. This extra budget is a huge advantage in several ways.
  3. Extra budget allows Blizzards to run more ads, on TV and even hire celebrity sponsors.
  4. Extra budget lets Blizzard hire more customer service personnel, GMs.
  5. Extra budget allows Blizzard to employ more workers and produce more content, which in turn leads to more interested players and a wider demographic to appeal to.
  6. Blizzard knows how to appeal to the masses. Veteran gamers may criticize WoW's plain, standard fantasy MMO style, its relative ease to play, its ingratiating appeal to less hardcore gamers. But you know what? Most people aren't true "gamers". They're just normal people, and WoW is enjoyable for them. In other words, WoW is vanilla ice cream, but it's the vanilla ice cream.
  7. Blizzard makes tight games. What does "tight" mean? It means polished, it means it delivers what it promises and it means it does so with professionalism.
  8. Blizzard has extremely good judgment. The folks at Blizzard know exactly how far to take it, and exactly how far they should take it. Nothing more, nothing less. It is not a matter of liking their games, it is a matter of making something that will be appealing to the most people.
"WoW-Killer"

Given the points above, what does WoW-killer really imply? A game that matches WoW's budget? Publicity? Professionalism? Subscriptions? There are plenty of games out there with better graphics, more innovative features, better combat etc. So what does it take to be a WoW-killer? Take note, En Masse. In my opinion, it would require a combination of hype, budget, continuous publicity, gameplay, and frequent updates. It has to be all those things simultaneously. Take any one of those out of the picture, and the game is vulnerable to failure. Common sense, right? Yet, few MMOs can fill all those criteria.

Let's step away from the arena for a second. Does it matter whether or not a game is the next WoW-killer? No, not really. I firmly believe a game could be superior in every way to WoW yet not have half as many users. The point is to create an enjoyable game, and of course make money while you're at it.


TERA, the WoW-Killer?

Normally, people will put this title on all sorts of upcoming games, and I'd laugh a little when I read them. However, if I were to pick one game to go up against WoW, it would be TERA. There are signs that TERA has at least, a fighting chance. It's not the graphics, or gameplay, or design. It's the scale of Bluehole/En Masse, and the fact that it has planted firmer roots in the West than any Korean MMO thus far. The size of Bluehole is impressive for a new company, its team of veteran developers and Western promoters in En Masse give TERA a huge competitive boost. Westernization efforts for TERA is slated to be highly customized for Western audiences, backed by established lore writers, and unlike other Westernization attempts, En Masse is willing to discuss mechanics and gameplay changes that depart from the Korean version. Assuming the game itself is even half what it's hyped to be, these advantages give it a significant leg-up in the Western MMO market.

So, at the end of the day, is TERA the WoW-killer? If you were to shake my head like a magic 8-ball, I'd have this to tell you.

Probably not. Try again in a few years, champ.

The reality is that WoW has simply grown so large, so entrenched, that nothing short of a monumental creation, will topple it from that top spot. Maybe in two or three years, when age has caught up to WoW, there will be a true WoW-killer. For now though,
TERA may turn out to be an excellent and more enjoyable game, regardless of how many more subscriptions WoW has.

Easter in Arborea?

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Happy Easter, TERA Fans!


Whether you celebrate Easter or not, today is a good day to eat lots of good food and bunny shaped chocolate! Many of us Westerners also spend Easter with our families, but those of us away from the place we call home, find ourselves spending an hour or two in our favorite game. Due to this, many MMOs have their own versions of these real-world holidays in-game.

In World of Warcraft today, players are finding Easter eggs and wearing bunny ears. Do you think next April, we'll see something like this in TERA? Do you think the Korean origin of the game will keep us from celebrating similar Western holidays, like Easter, in-game? What kind of things would you like to see on Easter in Arborea?

In fact, do you guys like in-game holidays at all? I know I do! Enjoy the holiday and eat lots of chocolate! <3

En Masse Featured in Ten Ton Hammer Article

Hello once again, TERA Fans! BrotherMagneto took to the official forums once more today to alert us to another article concerning TERA!

Publishing VP Chris Lee, COO Patrick Wyatt, and Senior Producer Brian Knox have been featured in Ten Ton Hammer article The 800 lb. Gorilla: Industry Insiders on Living Large in a WoW World. The article asks industry executives what it's like to be developing a game with World of Warcraft dominating the industry.

You can find the entire article here at Ten Ton Hammer, or you can read En Masses's sections below!

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Chris Lee
Publishing VP, En Masse (TERA)

It’s true to an extent, that gaming is a big business, however it’s a business that maries technology, art, creativity and user interaction. Many of these attributes are hard to quantify and predict, which can create a level of chaos many big business types are uncomfortable with. I believe the dilemma, as you have pointed out, is that the industry is faced with chasing success or taking a huge risk. But it isn’t quite as simple as that, the path to success in the MMO market is filled with obstacles. For example, a risk that MMO creators face that console developers don’t is that consumers have strong social ties to their primary game, creating a significant switching cost. So even if your product is “better,” you still might not overtake existing products. When there is an incumbent in a competitive social space with a large share of the market, it presents a particularly daunting challenge for new products. The good news for gamers is that this kind of market condition fosters competition and encourages differentiation and innovation.

"I personally believe the industry needs to move past the notion of besting World of Warcraft, and that some developer needs to step up and bring us something truly new. However, do you think that can't happen if revenue is the number one goal?"

I agree with you, and from a business perspective for the company willing to take a risk and to pioneer “the next big thing,” the rewards are substantial. To repeat an existing formula, the upside is only marginal. So it’s about risk tolerance vs. bottom line management. The way we see it at En Masse, you can attempt to mitigate risks and follow the crowd or you can offer something different and both pull users who are bored with their existing library of games and grow the market by attracting a new audience. Ultimately gamers will have the final say on what direction the market goes, by voting with their dollars they support innovation or drive product sameness.


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Patrick Wyatt
COO, En Masse (TERA)

One of the questions I frequently hear from gamers is, “How is TERA going to beat the competition?” We all love to identify with a favorite sports team and cheer its victories or lament its losses; in cinema the biggest news is not “how good is the movie” but instead “how big was the opening weekend” so it can be compared to other releases; so it’s natural that a similar view applies to online games. My feeling is that game developers need to think more about creating something that people want to play rather than endeavoring to beat the competition.

The great thing about the games market is that there is no monopoly on fun; it’s possible to create a game with any size development budget that users will love to play. So as we work on developing TERA, our focus is to create an online world that players want to live in and play frequently. We need to create game mechanics that are sometimes familiar, and sometimes break out of the existing mold.

One of the reasons I’m particularly excited about TERA is the way it combines many familiar elements of the fantasy MMORPG genre that players know and love, and then turns around and completely redefines other areas of gameplay to bring a new level of excitement and interest to the game. TERA’s non-targeted combat system, which plays equally well with either a keyboard/mouse or with a gamepad, is just more fun to play! And coupled with the collision-based positional combat system, which enables players to create shield walls to block monsters, set up gauntlets to funnel their enemies, do more damage when attacking from behind, and fundamentally redefine the way that support characters work in combat, the new tactical combat system has much more interesting minute-to-minute gameplay than players have seen before.

So, as I think about releasing TERA into the market, I’m not worried that there are other games that have a large market-share. I feel there’s an incredible opportunity to appeal to gamers with something that’s going to raise their expectations about how a game should play; the level of excitement generated by the new combat system, a visually stunning online world, a play experience balanced for Western gamers, and a return of familiar features that gamers love, will all join together to create a product that players love for itself, not for how it compares to the competition.


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Bryan Knox
Senior Producer, TERA

Evolution and refinement is the key to success. By evolving features and ideas you begin to shape your game into something familiar yet unique. For example TERA has all the elements of a traditional fantasy MMO: the adventuring and questing, the dungeon encounters and competitive PVP. We devoted our time to evolving the combat system in a way that MMOs haven’t yet, making a much more immersive and interactive experience. By removing the targeting system and focusing more on the action taking place in the center of the screen it creates something new and different. This unique feature is surrounded within many of the other comforts you would expect from a big budget MMO and allows it to stand out from the crowd yet have a familiar air about it.

There is plenty of room in the MMO market for high quality games, and the quality is the key element. Users are not going to invest the amount of time necessary in an MMO if the game is not of a high standard. Customer support, community and, more recently, security all need to be kept at that same level of quality you hold the game too. If you can meet this standard then you will find your audience and be successful as an MMO.


Once more, En Masse wants to be perfectly sure we know that this is no April Fool's joke! But man, if this isn't, what in the world is?

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