Some of What I Feel Can Be Done To Improve TERA

maplestory2mesos Date: Jul/13/18 14:50:17 Views: 1604

I've played because the early days on steam and completely love the game to this day. The art path and areas are both beautiful. With such a vast planet and expansive lore, its a shame the world is so empty. So, I figured I'd drop my personal recommendations in here on how you can flush the game out and boost player enjoyment.

 

 

By means of watching.Hack// and SAO one particular in the biggest things in a game is involving players in the world with the game they play. Events that occur within the most important globe also as the endgame areas can involve players of all levels and reward them for continuing to explore the world and play amongst the lowly peons of the non-endgame players. So I'm going to draw from these two for ideas.

 

So, with regards to player engagement, I would recommend the following changes.

 

1. invasion events scaled to player zone level (maybe up to 5-10 levels ahead for added challenge) that randomly appear within the several zones. Rewards scale to player level in an ever-changing quest to battle the forces of the Argons or cult of Lok.

 

2. Rewards continue to drop (though probably at a decreased rate?) for players 60+ to ensure that way players can continue expertise the game globe and interact with low-level players.

 

3. Expand the rewards tables. Possibly avatar weapons have been a terrible concept, and ought to only drop from the dungeons, collecting pieces as a rare drop from the dungeon itself for that location, or the story boss (based). This suggests a lot more weapon and armor crafting solutions to rival the gear dropped by mobs and there is some variation in how players build their early game characters, and higher level players could make some gold by promoting the rarer drops to players. Armor and weapons and accessories must drop from mobs, and rarer things drop in dungeons, situations, the invasion events, and BAMS. Possibly you see five players of related class all utilizing unique gear that tailors to a unique play style inside that class since they got different pieces of armor. Like a glass cannon warrior features a chest piece that has low defense but a buffed attack stat. Differ factors a bit.

 

4. Monsters and dungeons nonetheless reward players for fighting them. Like if a level 65 player or say a level 45 player fights against a level 15 monster, it would nevertheless drop the products it would for other players.

 

5. Most of the players I meet in a game usually talk about how the rewards for carrying out points are usually not even rewards. it feels like a pittance as an alternative to a reward. This could drive numerous of the potential "turn players into payers" away in the game as a result of a sheer grind of it all.

 

6. a lot on the classes, whilst buffed to all hell, really feel like points have just provided into what Warframe calls "Power creep" meaning weapons turn into so potent, the enemies continue to scale to that new energy level, and it just goes up and up and up. As an alternative to that, bring each of the classes down to where they used to become. Make them really feel like the classes they have been. The lancer had to pull aggro by spamming his shouts and stacking aggro onto his skills by way of glyphs. Now all he has to perform is put a number of aggro crystals on and play DPS rather hold aggro. Anybody dealing substantial harm comparatively quickly steals that from them. If bosses would draw aggro primarily based on players actions in place of harm output, it would adjust a few dynamics and make issues far more enjoyable. Like if DPS had been stacking crits from behind, it would try to turn and face them and concentrate them down, a healer nonetheless pulls aggro by healing, but the Tank's job would be to disable and shout preventing it from performing so, generating tanks a far more technical class than to just slap the boss till it pays consideration to you. Just for Tekzilla to one particular shot the aggro away using a 24 million damage crit. Don't make the monsters retardedly sturdy, make the players adapt.

 

7. Exp grind became too effortless early game, and retardedly really hard late game. That massive exponential exp development required to level up is ridiculous. It needs to be a fluid algorithm each of the way through. For those who seriously want players to stack 1.eight billion knowledge points to hit 65, then apply that to everyone and stack the monsters to offer the XP necessary to not make that grind take literal weeks. or bring endgame xp down, and apply an uncomplicated algorithm to it and make endgame a lot more of a reward than a chore to acquire. With all that in thoughts.

 

8. Make dungeon vanguard missions obtainable only if they reach that far within the story. tailor rewards to produce the dungeons worth when (give out additional weapons and armor variations, not only feedstock for days for the one particular weapon that is worth a damn), make story rewards worth acquiring within the ever-expanding ladder of player progression. Make players feel like they're getting something of worth in place of holding onto avatar weapon 1 till they get weapon two and every weapon picked up amongst is useless unless its the enchantable dungeon weapon. Players need to feel as though the dungeons had been something worked as much as and something to struggle through. At the moment, with only feedstock dropping, and also the occasional rune for the nigh-on worthless crafting method (from what I've knowledgeable) given that you under no circumstances hold onto these uncommon dropped gears lengthy adequate for them to bother getting crafted into their enhanced versions.

 

Among the greatest problems I see that are lambasting the game with unfavorable evaluations, is definitely the lack of optimization. Because the early game was developed prior to endgame was tacked on, it was optimized, but everybody noticed the drastic drop in good quality inside the endgame when it comes to capacity for reduced end pcs to handle it.

 

Either upgrade to TERA 2.0 by upgrading the engine, or repair the one particular you've got now. I realize that it'll cost the company a lot of revenue to re-make an old game, however, the source of income will just die off a single day or decline to a non-sustainable level unless you guys actually repair and improved this game's content material. WoW is really a massive MMO still to this day since it added entirely new content frequently and basically updated their engine as they released new content material to ensure they could keep that content material effectively.  Buying tera gold on the U4GM marketplace will not only save you time and energy but you will get more time to actually play the game!