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Author Topic: Anyone hear of the MMO, Tera?  (Read 11845 times)
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« Reply #40 on: September 08, 2010, 07:54:01 PM »

Quote from: Blackjack on September 08, 2010, 05:53:14 PM

For dunderheads like me, "CC" means "crowd control." Thank God for Google.  icon_smile

Sorry. No, there appears to be a very small number of abilities that do things like hold enemies in place, put them to sleep, or make them run away, compared to other MMOs. This contributes to the actiony feel of things.

One negative I will mention. I felt the run speed was too slow, which feels ponderous in contrast to the combat. I'm sure that can still be tweaked, though.
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« Reply #41 on: September 08, 2010, 09:44:01 PM »

[Ten Ton Hammer] A Tale of Two TERAs – A Hands-On Look at TERA’s Group Play (both Gamescom, and PAX)
http://www.tentonhammer.com/tera/previews/pax-hands-on
I guess his impression was the demo set up at Gamescom was a lot less advanced and easier, while the PAX demonstration got his group pounded.
Quote
[Gamescom]For that event, our group consisted of 3 members with me once again stepping into a DPS role as a sorcerer, only this time as a sexy female Castanic character. Since I’d had the chance to muck around with the different skills for that class at E3, it didn’t take me all that long to get the hang of mixing instant-cast fire spells while on the move with a more powerful, charged electric spell. Another key ability in my arsenal allowed me to rapidly regain mana, though doing so would be interrupted by movement which meant I had to remain constantly aware of my position during combat.

The same holds true of really all of the sorcerer’s abilities. While some can be fired off while on the move, the charged spell would move towards my target a bit slower so it was critical that I was not only aiming properly, but that I did so within close proximity to our group’s healer in case I pulled agro while Ben, our group’s tank, was busy shaking off stuns.
...
[PAX]This time around I played Zeke, a human archer. My main bow attack could be fired off rapidly with a simple left mouse click, and then I also had access to a powerful AoE attack that would rain a volley of arrows down on my foes. Each class present also had access to a special defensive ability that could be quickly accessed by pressing the C key, and in the case of my archer I would fire off a powerful bow attack, the force of which would send me flying backwards out of melee range of my attackers.
...
Still, I’ll be keeping a close watch on TERA because I genuinely enjoy MMO gameplay that challenges your abilities and doesn’t simply hand you rewards on a silver platter with little or no real effort involved. And group play in TERA is certainly a challenging and rewarding experience which I look forward to experiencing again.
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« Reply #42 on: September 09, 2010, 12:24:39 AM »

Tally on the PAX demo late saturday was 17 wins and 9 losses. They had geared up the characters pretty well to aid survival too. I was in the 4th run of the show, and I believe we only had one character go down but there were other close moments. At that point the win/loss was 4-0. Incidentally, they are working on a video of that demo which will hopefully be available soon.
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« Reply #43 on: September 10, 2010, 11:59:12 AM »

I had wondered if you ever got to play the same dungeon more than once. Does it seem heavily scripted?

I got tired in LOTRO (and some other games) where raids or story-line quest lines eventually become just about memorizing when every scripted attack, ambush etc. is going to happen and listening to some veteran player "que" you on precisely when something's going to happen. I prefer some unpredictability, and when things boil down too much to memorization, I tend to just lose interest in the long term.
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« Reply #44 on: September 10, 2010, 06:12:44 PM »

what? every raid in every mmo is heavily scripted. so you basically don't want to play MMOs.
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« Reply #45 on: September 30, 2010, 04:41:56 PM »

Archer

Sorcerer
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« Reply #46 on: October 01, 2010, 02:28:59 PM »

Quote from: jersoc on September 10, 2010, 06:12:44 PM

what? every raid in every mmo is heavily scripted. so you basically don't want to play MMOs.
Give that man a prize!  icon_smile That's probably a big reason I'm not playing MMOs anymore.

I don't really want a game where someone can only survive a situation by having someone along who has memorized everything and tells you everything that's going to happen in advance. A lot of raids I was on in LOTRO we just couldn't get through unless we had that.

I hope some day MMOs are technically capable of advancing past that and having some more varied scripting, or maybe "responding" to a group by throwing some unpredictable things at them (maybe choosing from one of three possible scripted ambush variables at point Y etc.) instead of just rewarding rote memorization. It won't be to everyone's tastes, but imho it's more like life -- most of the time in life you just don't know how what's going to happen. There's suspense, and risk, unless one has ESP.  icon_smile
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« Reply #47 on: January 26, 2011, 05:41:11 AM »

I think to me this is looking better than RIFT is. This one;s classes appeal to me.

Hit this link up to see small clips of each class in action. I want to pla ya Sorc for sure and maybe as backup have either an archer or lancer.
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« Reply #48 on: January 26, 2011, 08:46:57 AM »

Quote from: Blackjack on October 01, 2010, 02:28:59 PM

I hope some day MMOs are technically capable of advancing past that and having some more varied scripting, or maybe "responding" to a group by throwing some unpredictable things at them (maybe choosing from one of three possible scripted ambush variables at point Y etc.) instead of just rewarding rote memorization. It won't be to everyone's tastes, but imho it's more like life -- most of the time in life you just don't know how what's going to happen. There's suspense, and risk, unless one has ESP.  icon_smile
that'd be a cool MMO.
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« Reply #49 on: January 26, 2011, 04:25:26 PM »

Quote from: jersoc on September 10, 2010, 06:12:44 PM

what? every raid in every mmo is heavily scripted. so you basically don't want to play MMOs.

IMO what makes or breaks it is how dependent you are on having prior knowledge of the scripting. If the scripting can communicate the required tactics in some intuitive way then its fine. If it doesn't communicate those tactics and requires the player to do counter-intuitive things then its just bad scripting.

An example of good scripting would be the bosses in Vindictus. Each boss is unique and requires different tactics, but those tactics become apparent while you are fighting. A guide can help but isn't required just to defeat the boss. A battle like the one with the giant polar bear is epic, challenging, and satisfying, but doesn't require any prior knowledge of the boss to succeed.

I haven't fought any WoW bosses since TBC, but those were the worst kind of scripting IMO. You either read the guides or you don't succeed. It doesn't communicate the reason for the player's actions before the players are supposed to act. Instead you are just supposed to know what to do.
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« Reply #50 on: January 26, 2011, 08:37:00 PM »

I think I'm less grumpy and sad (remember my cat's death in mid September) than I was in October.  icon_smile

I guess what I had tired of at the time was in raids being told ahead of time that A, B, C, D, E, F and G will happen, and you have to do exactly so and so at each point (can't improvise, can't take one step in the wrong direction), or else we all die and have to start over again. That's fun?  icon_confused To me that seems more like acting in a movie/play where the director insists you say the line exactly as written, and don't you ever diverge from the script as written, or You're Fired! (apologies to Donald Trump).  icon_razz

But nobody forces me to play raids afterall, so I just play the parts in MMOs that I do enjoy and usually I can find some fun and unpredictability in those portions. So I don't think my not enjoying the raid concept template means I can't still get some enjoyment out of them; I just have to find the game parts that appeal to me. And I'll try to stop whining about the parts that don't.  icon_smile

On Tera I haven't read anything new about this in quite some time. I'm still interested in it.
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« Reply #51 on: February 06, 2011, 05:21:42 PM »

Based on my experience with it, Blackjack, it won't be that simple. Bosses and such move around too much for fights to be that programmatic. You might need to know what the strategies for a given are going in in order to survive, but it won't be of the "stand on this spot" variety.

Last I heard, the Korean launch went extremely well, setting a new record for simultaneous users on opening day of over 147k. I had hoped to get in on a playtest group that was put together a while back, but wasn't chosen. No idea when US launch is planned, but my guess is they'd like to do so by this Summer.
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« Reply #52 on: February 17, 2011, 07:09:37 PM »

Hadn't read anything new on this in a while, here's a new interview of Tera's lead writer (so it's a little short on gameplay chatter) from TTH:

Kicking Ass and Looking Good – TERA High Elf Race Reveal Q&A with Dave Noonan
http://www.tentonhammer.com/tera/interviews/high-elves/story
Quote
Ten Ton Hammer: Other RPGs seem split on what to do with elves. Often enough they follow the Legolas mold and portray elves as proficient in ranged weapons, but just as often high elves are skilled magic casters, excellent healers, and fierce melee combatants. Where do TERA's high elves fall in terms of combat proficiencies?

Dave Noonan: TERA’s high elves are spread broadly across player classes—that’s part of the game’s approach to design. There are no “race X makes the best class Y” situations in TERA. That said, high elf culture certainly favors its sorcerers and slayers, and a theoretical high elf census would reveal fewer priests and berserkers. High elf berserkers certainly exist, though—after all, one of the most important NPCs in the game is a high elf berserker.
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« Reply #53 on: February 17, 2011, 08:15:10 PM »

From previews and such I thought this looked better than Rift. But I've gotten to play Rift and haven't been invited to Tera yet.
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« Reply #54 on: February 17, 2011, 08:22:11 PM »

Quote
That said, high elf culture certainly favors its sorcerers and slayers

I read that as slavers, and for a moment I was wondering what kind of outrage that would generate depending on what they were enslaving.
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« Reply #55 on: February 17, 2011, 10:34:37 PM »

Slaver issues aside, looking at the info posted I am confident that this will end up collecting virtual dust with all the other MMO's I've grabbed over the years.
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« Reply #56 on: March 07, 2011, 01:28:52 AM »

dev interview with Brian Knox.
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« Reply #57 on: March 17, 2011, 03:32:24 PM »

En Masse Entertainment Signs North American Distribution Agreement With Atari for Launch of TERA
http://www.businesswire.com/news/home/20110317005435/en/En-Masse-Entertainment-Signs-North-American-Distribution
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Currently in production, TERA is scheduled for release on the PC in North America in 2011.
Keep in mind this is strictly "distribution," so I don't think it means Atari would lean on them to meet a fixed-in-stone-date as it presumably did with Cryptic's MMO releases. That's my hope, anyway...  icon_neutral

Atari should help ensure it floods the retail PC shelves, where nobody will ever buy it except maybe me.  icon_razz Cause everyone else would get it on Steam, Impulse, D2D, etc.
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« Reply #58 on: March 18, 2011, 02:09:58 AM »

Even if they set a date in stone today, it should be manageable given the game is already out in Korea.
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« Reply #59 on: December 05, 2011, 07:09:51 PM »

Haven't heard anything new about this in ages. Apparently a Spring 2012 release (in North America, I think) is the plan now. Massively cited this interview out today:

How TERA shows the potential for MMO combat
http://www.videogamer.com/pc/tera/news/how_tera_shows_the_potential_for_mmo_combat.html
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Q: Do you think the lack of a lock-on system when fighting enemies could seem counter-intuitive for players?

SK: Not particularly, I think it just teaches different skills. As I said before, we could have gone down that typical combat route. Players would have started the game, felt very at home with the combat, and then realise that they've played this game before. Instead we went for something different, something that should excite players.

The real time nature of the game brings another kind of immersion, another level of tension. A highly skilled player can beat a higher level character if they're quick enough, so that by itself sets TERA apart.
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« Reply #60 on: January 12, 2012, 05:54:14 PM »

Closed beta signups begin:
http://www.tera-online.com/node/958
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Signing up is easy: just enter your email address in the text box below. We'll also send you important TERA news from En Masse Entertainment. Do you already receive our TERA newsletter, or have you completed our TERA alpha test application survey? Your email address is already signed up—no need to re-enter it!
 
*Only 1,000 slots available, so I wouldn't hold my breath.
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« Reply #61 on: January 17, 2012, 06:03:24 PM »

May 1 North America launch date announced:
http://www.tera-online.com/node/965
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TERA will be available in Standard and Collector's Editions at retail and online stores. TERA's retail version will be distributed by Atari. We'll reveal details of each edition's contents in February.
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« Reply #62 on: January 18, 2012, 02:25:48 PM »

From what I've seen to far this is waaaay too anime for me to tolerate it more than about 5 minutes. Hopefully, if they managed to pull off large scale open world action style combat, other MMO companies will take note. Preferably ones less inclined to have your character make squeaky noises.  icon_lol
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« Reply #63 on: January 18, 2012, 04:12:14 PM »

I dont' care for the art style but the fact that everything is skill based (as far as aiming abilities) makes it worth a shot for me.
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« Reply #64 on: January 18, 2012, 04:32:01 PM »

100% in for this
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« Reply #65 on: January 18, 2012, 06:44:56 PM »

Although I love swtor, I'm still on record as eager for something that tries to innovate in terms of the actual mmo gameplay mechanics, and that isn't still basically stuck on gamepay mechanics and limitations established by Meredian 59, Ultima Online and/or Everquest (or whatever nascent mmorpg any pundit cares to dig up and name in lieu of declaring every new mmorpg a "WoW-clone.").

This and perhaps in some ways Guild Wars 2 are about the only things I've seen that seem to be trying to shake up mmorpg mechanics a bit. That in no ways guarantees a good/great game or something we'll even enjoy playing, but it's certainly something I want to try. icon_smile If it's no fun, then I'll shut up about wanting innovation in mmorpg mechanics and stick with my comfort food.  icon_razz
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« Reply #66 on: January 19, 2012, 04:39:03 AM »

They are trying something really interesting in an effort to combat people buying gold from farmers. You will be able to go to the website and purchase a month of game time. This will be delivered to your account in the form of a scroll. Simply use the scroll to add a month to your account. However, these are not account-bound, so if you would like to acquire more gold for your character, you can purchase these scrolls and then sell them at the AH to other players. Likewise, if you have money to spare, you can buy game time. They are hoping that this will reduce the demand, and hence the profitability, of gold farming.
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« Reply #67 on: January 27, 2012, 07:33:02 PM »

Lineage series seems like the last thing I'd accuse Tera of Stealing but that's what NCSoft is saying (Tera team includes former Lineage 3 developers):

http://www.mmoculture.com/2012/01/ncsoft-files-lawsuit-to-thwart-tera.html
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In a complaint filed in New York federal court on Jan. 9, South Korea-based NCsoft, which specializes in massively multiplayer online role-playing games, or MMORPGs, says it has brought similar claims against Bluehole and its ex-employees in Korea, but that Bluehole is now planning to release an English-language version of its game in the U.S.

NCsoft maintains that Bluehole and its U.S. subsidiary En Masse Entertainment Inc. were founded by a group of NCsoft employees who quit to go into business for themselves in the midst of creating a new game called Lineage 3.

“These individuals did not leave NCsoft empty-handed or with benign intent,” the complaint alleges. “To the contrary, they made off with copious amounts of confidential and proprietary NCsoft information, computer software, hardware and artwork relating to Lineage 3.”

“Their business plan was simple and audacious: create a competing product using the very work they had done while at NCsoft, launch it themselves to great fanfare and acclaim, and, in the process, deal a crippling blow to their former employer,” the complaint said.

The former employees were convicted in Korea of stealing trade secrets from NCsoft in 2009, and the convictions were mostly upheld by an appellate court, according to the complaint.

NCsoft also lodged a civil complaint against the individuals and Bluehole in Korea in 2010. The company won damages and an injunction barring the individuals from using NCsoft's proprietary information going forward. However, the damages award was overturned by an appellate court.

Appeals of both the criminal and civil cases are currently pending before Korea's highest court.

Despite the litigation, Bluehole launched its game, Tera, in Korea last year, and has announced plans to release an English version in the U.S., the complaint alleges.

The current lawsuit claims that the U.S. version of Tera makes use of NCsoft's trade secrets, including documents, source code, artwork and know-how related to the development on Lineage 3, and copyrighted works, including concept art created for Lineage 3.

It also asserts claims of breach of confidence, unfair competition and unjust enrichment.

The suit seeks temporary and permanent injunctions blocking the release of Tera in the U.S., as well as enhanced damages for Bluehole's alleged misconduct.
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« Reply #68 on: January 28, 2012, 06:05:14 PM »

This has been an ongoing saga for quite some time, as you can see. Of course they wait until now, when Tera is on the verge of launching, to file this so they can do as much damage as possible.
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« Reply #69 on: February 06, 2012, 06:57:36 PM »

Pretty interesting to see how the saga is going to turn out.

In the mean time you can already pre-order to get beta access, and the first test supposedly begins this Friday, 2/10.  I've got it downloaded already, no idea what's gonna happen!



P.S.  I wasn't really that interested in this originally, but when I noticed they had group summon spells I knew I had to give it a chance.   Haven't seen one of these in a PvP game since Shadowbane!  Needless to say I'll be trying Mystic (shaman) or Priest, probably leaning toward the former.
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« Reply #70 on: February 07, 2012, 10:07:03 PM »

Quote from: rittchard on February 06, 2012, 06:57:36 PM

Pretty interesting to see how the saga is going to turn out.

In the mean time you can already pre-order to get beta access, and the first test supposedly begins this Friday, 2/10.  I've got it downloaded already, no idea what's gonna happen!



P.S.  I wasn't really that interested in this originally, but when I noticed they had group summon spells I knew I had to give it a chance.   Haven't seen one of these in a PvP game since Shadowbane!  Needless to say I'll be trying Mystic (shaman) or Priest, probably leaning toward the former.

Yup, Mystic is definitely where my interest lies. Working on a new PC build for this and Secret World.
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« Reply #71 on: February 10, 2012, 07:36:18 PM »

First beta test supposed to start soon and go through the weekend.   Post here if you end up making a toon and want to hook up during the test.
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« Reply #72 on: February 10, 2012, 11:12:52 PM »

Quote from: rittchard on February 10, 2012, 07:36:18 PM

First beta test supposed to start soon and go through the weekend.   Post here if you end up making a toon and want to hook up during the test.

I plan on getting in on this beta at a later date. Looking forward to the release and hope the legal issues get resolved
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« Reply #73 on: February 11, 2012, 06:06:16 AM »

I'm Rittchard (mystic) on the something Isle or Island server (there are only 2).

So far it just looks like pretty conventional fantasy stuff.  I'm not sure what is supposed to set this game apart aside from the slightly different combat engine.  Kind of reminds me of Aion a bit, but then again I've played so many of these Asian influenced MMOs I'm not sure which is which.
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« Reply #74 on: February 11, 2012, 12:10:10 PM »

Quote from: rittchard on February 11, 2012, 06:06:16 AM

I'm Rittchard (mystic) on the something Isle or Island server (there are only 2).

So far it just looks like pretty conventional fantasy stuff.  I'm not sure what is supposed to set this game apart aside from the slightly different combat engine.  Kind of reminds me of Aion a bit, but then again I've played so many of these Asian influenced MMOs I'm not sure which is which.
Check here:
http://tera.enmasse.com/game-guide/gameplay
Quote
Combat
Aiming
Yes, aiming. In an MMO! It’s crazy! The basics are simple: move your mouse to put your crosshairs over the thing you want to destroy. But there’s a lot of other useful stuff to know. First, when you’re aiming at someone, your crosshair reticle changes to a circle as soon as you’re close enough to the target to use your long-range skills. Your crosshairs will also show the range to the target, which will help you gauge when to fire off what skills. If you're a twitchy FPS player, you may want to speed up your camera for faster aiming. Easily done: hit O to open the Options dialog, and find the Camera Speed slider under Mouse. Moving the slider left slows the camera's movement down. Moving right speeds it up.

Lock-On Skills
There are skills in TERA that lock onto targets, but it's not as simple as fire and forget. First, you have to get into range. Second, you have to "paint" your targets. To do that, hit the skill button once. That puts you in targeting mode. Then swing your crosshairs over each enemy (or friend; some buffs are lock-ons) to paint them. Valid targets will highlight, and stay highlighted unless they move out of range. Once you've highlighted as many targets as you can, hit the skill button again to fire it off.

Charge-Up Skills
Some skills do more damage or run longer the longer you hold down the skill button. You'll see a charging bar on your screen: green for low power, yellow for high, and red for full blast. On charged skills you can choose how fast your attack will be and how much MP to spend. Be aware that you may not be able to move when charging, and check your skills when you level—some charged skills gain more charge levels or faster movement at higher levels. And remember, your targets may move while you're charging. Practice anticipating where they'll be when you let fly.

Skill Chaining
Skill chains are a way to speed access to your most-used combos. When you fire a skill, you may see another skill icon appear next to your crosshairs. That's a chained skill. You can trigger it just by hitting the Spacebar. A chained skill can also have skills chained to it. You can even create loops. This isn't a macro; you still have to aim things, but if you come up with a great combo (attack-snare-evade-stun) you can make it easy to get it off even in the thickest combat. Many skills have their own default chains, but if you prefer different ones, click the Chain skill button at the bottom of your Skills dialog and design your own.
What's supposed to set it apart is not anything about look or style (it's by former Lineage developers supposedly, so I wouldn't expect the apple to drop too far from the tree, visually), it's the gameplay. Now it could be marketing hokum for all I know, but the idea is you have to aim, block etc. and it's dependent on player skill, not just your RPG stats. Also, you can use a gamepad with this, which is explained there too.

I'm in this weekend but am waiting for the client to finish downloading. Well maybe not, the updater started saying "reliable server serving corrupt data" and stopped my beta download. wtf?  confused
« Last Edit: February 11, 2012, 12:22:25 PM by Blackjack » Logged

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« Reply #75 on: February 11, 2012, 05:52:32 PM »

Some observations so far:
*Extremely configurable and scaleable UI, which is refreshing after swtor.  icon_smile There's a whole tab devoted to UI configuring, scaling, moving, resizing etc.

*Diffferent classes have different "player skill required" star-ratings.

I'm just trying basic Human>Earthling>Slayer (leather armored, great sword-wielder) to start. There are Elves, and cute little teddy-bear type classes, as well as much more fierce and bizarre looking classes.

Each class has a detailed description of what they're good at. The Warrior's a "evasive tank and dps" for example. Warrior and the main mage class seemed to have the highest "player skill required" ratings.
« Last Edit: February 11, 2012, 05:55:10 PM by Blackjack » Logged

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« Reply #76 on: February 11, 2012, 06:15:16 PM »

Keep in mind too that there is collision, which many games don't have. If you are playing a Lancer, for instance, you will be physically intercepting hits on your squishes with your shield. (this was actually a subject of much discussion a while back as to whether different races would have different sized hit boxes....I don't know what the ultimate resolution of that was).

As for aiming, even stuff like heals have to target, so there is really going to be coordination required between players. Having your warrior dodge or roll just as you are trying to heal them could wipe a party. Incidentally, while I don't play tanks usually, I like that there is an agile tank class. It is like having a rogue tank in WoW (in the sense that they tank by avoiding damage), but designed to do that from the start.

Another thing I haven't seen mentioned is synergy between characters. For instance, I think the Slayer you mentioned has a knockdown skill (either that or an ability that does big damage on a downed opponent, I can't remember which). Efficiency against bosses is going to depend on timing the use of skills in conjunction with what others in the group are doing, like knocking down an opponent at the right time. Then there are the tells that the monsters have before using different attacks. I really think the combat has a Monster Hunter flavor to it.

As to the look of it, I think it will differentiate itself more from Aion as it goes. It has a bit more of a steampunk look in regard to architecture, and the big bads have a techno-organic vibe to them.
« Last Edit: February 11, 2012, 06:18:56 PM by Misguided » Logged

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« Reply #77 on: February 11, 2012, 06:34:22 PM »

It's actually kinda nice seeing a retail boxed CE version for only $79 and not $150.  I'm still a little burned after Aion and the like but my interest is starting to peak.

Eh...who am I kidding.  I pre-ordered the digital CE (just to save the $30).  I really like the year renewal price of $9 a month.  I can work 5 hours extra next week and cover the game cost and 13 months of play...good deal smile
« Last Edit: February 11, 2012, 06:52:05 PM by ericb » Logged
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« Reply #78 on: February 11, 2012, 06:58:19 PM »

I enjoy the melee combat. I don't know if it's as groundbreaking as they market it as. Basically, you just keep them in front of you, and aim a little. I do have that knockback attack.

I'm not real clear about blocking. I don't see any hotkeys for that, so I guess it's a skill on some classes?

It's somewhat of a mix of Diablo-style mouse clicking and then can still use a few function and number keys (configurable, that's the default) for other things.

You don't have to hold a mouse button down to move the camera view (I assume this is to ensure the game works OK with gamepads). I thought that would bother me but only took a few minutes to get used to it.

As far as character customization, there seems to be lot of fine tuning available if you want it, and lots of available presets if you'd rather just jump in and go (20 pre-set facial looks, a few starter armor options, a few different audio voices though that appears to just be grunts/gasps).

I noticed on the character screen ability to save a given set of armor to a save-slot. I guess that means you can quickly change between one set and another, depending on the situation?

Quests through the first levels are hunt, hunt and more hunt. So don't bother with this if you're seeking more than that, from what I can tell so far. Maybe it gets more interesting later but so far it feels almost like a Dungeon Runners or a Korean grindfest from a questing standpoint. But the actual gameplay mechanics do feel fun and at least a little bit fresh.

Everyone in general chat seems either obscene, obnoxious or unhelpful. That's getting par for the course in MMOs, esp. during beta testing, so I won't complain about that. It's hard to judge what the community will be like until the game's full of paying customers I guess.
« Last Edit: February 11, 2012, 07:00:36 PM by Blackjack » Logged

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« Reply #79 on: February 11, 2012, 10:00:00 PM »

Damn! I did not know the CE was available...I just preordered the physical version. If all goes well with my build and I don't have any DOA parts, I should be able to get in on the next beta session.

You've obviously played more than me, Blackjack, but I have met most of the writing team. They have done a ton of work to bring the game up to what a Western audience expects in terms of character and story.
« Last Edit: February 11, 2012, 10:21:50 PM by Misguided » Logged

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