I recently re-rolled on a PVE server to play with a different set of friends. I'm actually more frustrated with the dungeon finder than ever. I'm playing a warrior this time about and i realize i have a better understanding of most classes than first time players. The dungeon group finder however makes it overly easy for unskilled players to get carried through content.
I understand that there is no surefire way to prevent unskilled players from using the dungeon finder. When leveling on the pvp servers the dungeon finder will only pull from other pvp servers and I've had fewer unskilled players in my groups running the same dungeons. On the pve server I seemed to be plagued w/ tanks that can't hold aggro or block or mystics that don't know what motes do or what a healing fairy is or priests that have no clue how to manage mana. I'm already forced to queue as dps as a warrior now i'm forced to deal with unskilled players.
I've had the to finish a dungeon 3 man w/out a healer or lancer because the tank got mad i took aggro when he failed to hold it off the priest and the priest had queued with the tank. Now I realize that warriors can queue as tanks to protect us from terrible tanks but if you're going to be "protecting us" how do you propose you save us from terrible lancers/healers? The only things that can stop you from using the dungeon group finder are item level and character level. I'm hoping once the warrior/lancer patch goes in warriors will be able to queue as tanks since getting a new healer is relatively easy however finding another lancer is impossible if they fail to perform.
There are only two reasons i can think of why the pve player base seems relatively unskilled compared to the pvp. One is there are just more people on the pve servers because they like a more casual game play. The other is they are never actually tested while they are leveling.where on a pvp server you have to be prepared for ganking of sorts and you do test your skills against other players which makes it easier to gauge you game play.
./endrant
Thursday, June 14, 2012
Tuesday, May 29, 2012
Fane HM Recap
Ok Ok I've neglected my blog for like a week =/. I didn't mean it my core gaming group all ditched Tera for Diablo 3 I caved and actually bought it. Never plated a diablo game previously and I did find it rather addicting so far however atm 2/3's through Act 2 Inferno I'm loosing interest.
Anyway back in the land of Tera.
I finally got all my t12 gear and ran my first Hard Mode yesterday.
Hard Mode Fane is actually very easy especially since I ran w/ an outstanding group. There are really only a couple things to pay attention to. The first is there are only four pillars to break to keep you from dieing to the giant aoe thing the guy that jumps off the tower does. There is no emote to give you a heads up. You must kill the boss before his 5th jump. It is imperative that you break the pillars in time or you will wipe.
The crab room has 4 spikes on either side of the room (north and south). There is no emote for the blood bores so you must watch for when they start spinning and always keep the crab between u and the side the spikes are coming out of or guess what you're dead.
The final boss is pretty much the same he hits a little harder and you have something like 14 minutes to kill him in. Just watch for his spin and which corner the snake head is in.
Thanks to my group for taking me on my first run through.
Tuesday, May 22, 2012
Cash Shop
EME announced Premium Services and Novelty Items that would now be available for purchase. I have mixed feelings about this.
While I agree there should be a fee for server transfers (guessing will be added after this month) and name changes. I think things that modify your character cosmetically should not be cash based. I do not want this to turn into a f2p cash shop driven mmo.
I feel that if you paid for the game up front and are now paying a subscription there should be very minimal rl cash cost outside of that.
The items currently available in the cash shop do not really make it a cash shop yet. There is basically race/gender/appearance/name changes and a set of weapon skins. I would consider the weapon skins a bit on the expensive side for not being account based.
On the upside none of the items are game changing which make them strictly superfluous and as long as they stay that way I'm happy.
Friday, May 18, 2012
Loot Rules
So after an interesting Fane run yesterday; I wanted to talk about Loot Rules.
Loot Rule Basics
Free For All - Anyone can pick up anything first come first serve
Round Robin - Loot is awarded in sequence to each party member
Exceptions:
Superior - Gold Items
Rare - Blue
Uncommon - Green
Roll - manually click the roll option which also allows you to not roll at all if you do not need it
Random - the game rolls automatically for you
Class Specific - If your class can use it you can roll on it if no class in the group can use it anyone can roll on it
Equipment only - you will get the option to roll on all equipment white thru gold
Bind on Pickup - Roll
In the early dungeons you do not find bind on pickup items so it's very common to see Round Robin/Rare - Random/Class all assigned in the loot rules.
Around the 5x dungeons some of the drops become Bind on Pickup so there you will see Rare - Roll on the loot rule tabs.
In the End game dungeons (lvl 60) it is more and more common to allow everyone to roll on everything rare or better regardless of class since it's rather costly to +9 the t12 enigmatics. This can cause a lot of confusion. If the party leader sets the loot table like this be sure to speak up on what pieces of gear you need specifically. By the time you reached these dungeons we should all be able to be understanding and communicate what we expect from the group.
Loot Rule Basics
Free For All - Anyone can pick up anything first come first serve
Round Robin - Loot is awarded in sequence to each party member
Exceptions:
Superior - Gold Items
Rare - Blue
Uncommon - Green
Roll - manually click the roll option which also allows you to not roll at all if you do not need it
Random - the game rolls automatically for you
Class Specific - If your class can use it you can roll on it if no class in the group can use it anyone can roll on it
Equipment only - you will get the option to roll on all equipment white thru gold
Bind on Pickup - Roll
In the early dungeons you do not find bind on pickup items so it's very common to see Round Robin/Rare - Random/Class all assigned in the loot rules.
Around the 5x dungeons some of the drops become Bind on Pickup so there you will see Rare - Roll on the loot rule tabs.
In the End game dungeons (lvl 60) it is more and more common to allow everyone to roll on everything rare or better regardless of class since it's rather costly to +9 the t12 enigmatics. This can cause a lot of confusion. If the party leader sets the loot table like this be sure to speak up on what pieces of gear you need specifically. By the time you reached these dungeons we should all be able to be understanding and communicate what we expect from the group.
Monday, May 14, 2012
Balders Temple Quick Run Through
First boss:
Rather simple dps boss; boss climbs tree; dps tree; rinse repeat. If you do not dps the tree fast enough your party will wipe.
Second boss: Red or Green/?
Green:
Kuma like standard kuma moves plus he has a roll that can smack you for quite a bit of damage. There is one kink thrown into the mix on this. Lines of trees will spawn and march across the courtyard you need to avoid them as. There are gaps in the line that u can dodge between just avoid the trees and the roll from the boss you'll be fine. (Do not take the mirror after this boss)
Red:
The one has 2 things to be wary of. If the boss steps into the pool in the middle it will reset. Also at several points during the fight adds will spawn you have to run them into one of the pools on either side of the stairs and have someone hit the switch to kill them. You will have to alternate pools.
Third Boss:
Another Kuma like boss same move set as a standard kuma. The catch on this one is you have to fight him inside a cage basically. If you leave the cage you get a debuff. There are several statues around the edge of this cage that will spew out small balls. A target will be announced that target should move to the outside and dodge them the rest of the group will also have to be dodging but a couple steps back and forth will make it rather easy for them. You do NOT want to be in the middle of the room.
Test of note:
You will be take to a room w/ an urn. Breaking it starts a timer and more urns spawn. One is harder to kill than the rest u have to find it and dps it down. This happens 3 times just.
Final Boss:
Crab/dog mechanized thing. He has quite a few moves
- crab walk lazer move is very hard on melee it will take about half their life
- The boss tosses a part of itself out and fling it around doing minor aoe damage.
- a pull that brings everyone underneath him you will need to back out of that asap cause then he belly flops.
- Levitate which will avoid melee damage for a short period
- Random ranged target that will one hit it's target 90% of the time. It is almost always targeted on a ranged dps or healer. You need to back out of range.
Fight Progression:
- Blind if it's announced someone is blinded another person will have to activate a mirror there are 2 in the room on opposite sides. The light will glint of the mirror causing a whiteout and curing the blind. Not curing blind will make the afflicted persons screen go black slowly. You will have to alternate mirrors.
- After the blind is issued at the entrance of the room a lever activating the lever will produce a cannon. The cannon will need to be used when the boss moves to center with a shield on it. The cannon will knock the boss out of that stance and dps can resume. If you do not knock the boss it enrages and you will wipe.
- DPS Crunch when the boss hits 29% the mirrors will begone and everyone will be afflicted w/ blind. You must dps the boss down before your screen goes completely black. If your group doesn't have the dps for that you will not be able to finish this fight.
Tips: if you have a decent group your healer should be dedicated to the mirror unless they are afflicted in which case a backup should be dedicated.
a ranged dps should be on the cannon so there is less downtime between dpsing the boss and using the cannon.
Rather simple dps boss; boss climbs tree; dps tree; rinse repeat. If you do not dps the tree fast enough your party will wipe.
Second boss: Red or Green/?
Green:
Kuma like standard kuma moves plus he has a roll that can smack you for quite a bit of damage. There is one kink thrown into the mix on this. Lines of trees will spawn and march across the courtyard you need to avoid them as. There are gaps in the line that u can dodge between just avoid the trees and the roll from the boss you'll be fine. (Do not take the mirror after this boss)
Red:
The one has 2 things to be wary of. If the boss steps into the pool in the middle it will reset. Also at several points during the fight adds will spawn you have to run them into one of the pools on either side of the stairs and have someone hit the switch to kill them. You will have to alternate pools.
Third Boss:
Another Kuma like boss same move set as a standard kuma. The catch on this one is you have to fight him inside a cage basically. If you leave the cage you get a debuff. There are several statues around the edge of this cage that will spew out small balls. A target will be announced that target should move to the outside and dodge them the rest of the group will also have to be dodging but a couple steps back and forth will make it rather easy for them. You do NOT want to be in the middle of the room.
Test of note:
You will be take to a room w/ an urn. Breaking it starts a timer and more urns spawn. One is harder to kill than the rest u have to find it and dps it down. This happens 3 times just.
Final Boss:
Crab/dog mechanized thing. He has quite a few moves
- crab walk lazer move is very hard on melee it will take about half their life
- The boss tosses a part of itself out and fling it around doing minor aoe damage.
- a pull that brings everyone underneath him you will need to back out of that asap cause then he belly flops.
- Levitate which will avoid melee damage for a short period
- Random ranged target that will one hit it's target 90% of the time. It is almost always targeted on a ranged dps or healer. You need to back out of range.
Fight Progression:
- Blind if it's announced someone is blinded another person will have to activate a mirror there are 2 in the room on opposite sides. The light will glint of the mirror causing a whiteout and curing the blind. Not curing blind will make the afflicted persons screen go black slowly. You will have to alternate mirrors.
- After the blind is issued at the entrance of the room a lever activating the lever will produce a cannon. The cannon will need to be used when the boss moves to center with a shield on it. The cannon will knock the boss out of that stance and dps can resume. If you do not knock the boss it enrages and you will wipe.
- DPS Crunch when the boss hits 29% the mirrors will begone and everyone will be afflicted w/ blind. You must dps the boss down before your screen goes completely black. If your group doesn't have the dps for that you will not be able to finish this fight.
Tips: if you have a decent group your healer should be dedicated to the mirror unless they are afflicted in which case a backup should be dedicated.
a ranged dps should be on the cannon so there is less downtime between dpsing the boss and using the cannon.
Wednesday, May 9, 2012
Mystic/Priest
So many people are jaded about the mystic or priest heals and which is better in a group.
While a mystic is preferred by most for the extra crit buff at later levels it's only good with a party that is also competent. They need to rely on their crowd control abilities to cover when something decides to go terribly wrong. I've found that using as a priest isn't very viable when the shit hits the fan cause no matter how many times when one or 2 people have gotten knocked out someone always wakes the mob back up when i sleep it to rev w/out worrying about the heals or the sleep will just flat out get resisted. Priest however can heal through much more damage easier with their huge aoe heals.
Mystic balls are amazing i won't lie that mana and hp everywhere is gorgeous but in the early levels they are usually wasted. I have not had the privilege of mystic healing past the lvl 27 dungeon yet. I do know that priest was easier and less hands on at those levels. Mystic i seem to always be target healing, dropping balls, trying to give back some mana, jumping in for a damage buff, or running for my life w/ aggro(you know it happens). My priest in the end game dungeons is going crazy it seems i'm always kiting adds, tossing my dmg buff, my dot/slow, target healing, curing, using my shield and constantly moving. I'm kind of scared to see how much more i have to do with a mystic in those same dungeons.
Mystics are less able to carry a sub par group through an instance than priests. They only have one target heal the lovely health balls, and a healing fairy which has basic priests skills but they are always targeted around the mystic. So while it is potentially a party heal it's usually an oh shit button for the mystic. The more healing that's required the more a priest can handle it better. A group that doesn't utilize balls is less than optimal for a mystic that's for sure. The health balls give you a substantial HoT and cure any debuffs. Since the mystic cure is a lockon 2-target (3 when glyphed) unlike the priests large aoe cure keeping people debuff free can be challenging if they don't use the balls.
Some dps are stubborn and either don't block/dodge well or back out to grab a ball especially at early levels though at later levels if w/ a priest or a mystic they will back out occasionally either to grab a ball or to get a ginormous heal from the priest.
Too many people only want mystic for their buffs but a mystic is only as good as their group and sometimes worse. A good priest can heal through a shit storm even if they end up kiting like a boss and still supply a lot of really nice buffs. There are also a lot of people that just heard mystics were better from KTera and even more that don't understand how either or both classes skills work.
As a healer if u get stuck with a jerk party just tell them how it is. They will either listen and cooperate or die cause they are arrogant. I've had a few arguments over mystic/priest. I don't say either is better or worse. Priest is usually safest but mystic can make things go faster if they and their party are competent.
While a mystic is preferred by most for the extra crit buff at later levels it's only good with a party that is also competent. They need to rely on their crowd control abilities to cover when something decides to go terribly wrong. I've found that using as a priest isn't very viable when the shit hits the fan cause no matter how many times when one or 2 people have gotten knocked out someone always wakes the mob back up when i sleep it to rev w/out worrying about the heals or the sleep will just flat out get resisted. Priest however can heal through much more damage easier with their huge aoe heals.
Mystic balls are amazing i won't lie that mana and hp everywhere is gorgeous but in the early levels they are usually wasted. I have not had the privilege of mystic healing past the lvl 27 dungeon yet. I do know that priest was easier and less hands on at those levels. Mystic i seem to always be target healing, dropping balls, trying to give back some mana, jumping in for a damage buff, or running for my life w/ aggro(you know it happens). My priest in the end game dungeons is going crazy it seems i'm always kiting adds, tossing my dmg buff, my dot/slow, target healing, curing, using my shield and constantly moving. I'm kind of scared to see how much more i have to do with a mystic in those same dungeons.
Mystics are less able to carry a sub par group through an instance than priests. They only have one target heal the lovely health balls, and a healing fairy which has basic priests skills but they are always targeted around the mystic. So while it is potentially a party heal it's usually an oh shit button for the mystic. The more healing that's required the more a priest can handle it better. A group that doesn't utilize balls is less than optimal for a mystic that's for sure. The health balls give you a substantial HoT and cure any debuffs. Since the mystic cure is a lockon 2-target (3 when glyphed) unlike the priests large aoe cure keeping people debuff free can be challenging if they don't use the balls.
Some dps are stubborn and either don't block/dodge well or back out to grab a ball especially at early levels though at later levels if w/ a priest or a mystic they will back out occasionally either to grab a ball or to get a ginormous heal from the priest.
Too many people only want mystic for their buffs but a mystic is only as good as their group and sometimes worse. A good priest can heal through a shit storm even if they end up kiting like a boss and still supply a lot of really nice buffs. There are also a lot of people that just heard mystics were better from KTera and even more that don't understand how either or both classes skills work.
As a healer if u get stuck with a jerk party just tell them how it is. They will either listen and cooperate or die cause they are arrogant. I've had a few arguments over mystic/priest. I don't say either is better or worse. Priest is usually safest but mystic can make things go faster if they and their party are competent.
Monday, May 7, 2012
First Week Recap
After a rough Monday the rest of the week ran smoothly with only a couple server hiccups. They fixed the lack of channel problem fairly quickly so we could quest in somewhat peace. I say somewhat because those of us w/ infamy either glitched or earned were sorely punished by the community if we didn't stick together.
There were still a few bottlenecks while questing but nothing like in the open beta in Blood Run. As can be expected the higher your level the more cooperative people are. I've gotten several random parties cause everyone likes a pocket healer.
INSTANCE MATCHER/DUNGEON EXPERIENCE
One thing I found rather frustrating is the Instance Match Maker. The design is wonderful the problem is actually the lack of tanks and warriors not being able to queue as tanks. If they could I think the queues would be shortened drastically. Any lancer receives an instant queue.
During the week i mostly played my priest i would have to say that some people have a total lack of respect for their party members when using the matchmaking system. I loaded into a dungeon (golden labyrinth) that was already underway and was instantly met with attitude against random healers by the tank. The tank was in fact terrible at holding aggro but blamed the healer for everything. He even tried to vote me from the group when I gave him just as much attitude as he gave me. At least there is an in game report function. One other frustrating thing are people that quit just because they die once. It's a dungeon if you aren't 100% on your toes especially in the later instances you will more than likely die. There are also some boss fights that are 80% skill 20% chance.
Things to remember when you join a group for dungeons and even bams be up front about loot rules, whether or not you've run the dungeon before and even, and what you expect from your group members. As a healer and with how mobile fights can be it's important to let people know that if they get low health and don't get healed right away they should just back out or kite it's because at the exact opposite of the fight and my heal can't reach you. Trust me it happens. You also want to dodge as much as possible less damage taken is less stress on the healer which is less stress on the tank to hold aggro off them cause heals are MAJOR aggro stealers. When I did tank a few dungeons on my warrior it wasn't easy but i did expect my party members to help me keep mobs off the healer we all know that warrior tanks have a lot harder time holding aggro than lancers so a little cooperation from the party is always nice.
Well i guess that's enough rambling for now.
There were still a few bottlenecks while questing but nothing like in the open beta in Blood Run. As can be expected the higher your level the more cooperative people are. I've gotten several random parties cause everyone likes a pocket healer.
INSTANCE MATCHER/DUNGEON EXPERIENCE
One thing I found rather frustrating is the Instance Match Maker. The design is wonderful the problem is actually the lack of tanks and warriors not being able to queue as tanks. If they could I think the queues would be shortened drastically. Any lancer receives an instant queue.
During the week i mostly played my priest i would have to say that some people have a total lack of respect for their party members when using the matchmaking system. I loaded into a dungeon (golden labyrinth) that was already underway and was instantly met with attitude against random healers by the tank. The tank was in fact terrible at holding aggro but blamed the healer for everything. He even tried to vote me from the group when I gave him just as much attitude as he gave me. At least there is an in game report function. One other frustrating thing are people that quit just because they die once. It's a dungeon if you aren't 100% on your toes especially in the later instances you will more than likely die. There are also some boss fights that are 80% skill 20% chance.
Things to remember when you join a group for dungeons and even bams be up front about loot rules, whether or not you've run the dungeon before and even, and what you expect from your group members. As a healer and with how mobile fights can be it's important to let people know that if they get low health and don't get healed right away they should just back out or kite it's because at the exact opposite of the fight and my heal can't reach you. Trust me it happens. You also want to dodge as much as possible less damage taken is less stress on the healer which is less stress on the tank to hold aggro off them cause heals are MAJOR aggro stealers. When I did tank a few dungeons on my warrior it wasn't easy but i did expect my party members to help me keep mobs off the healer we all know that warrior tanks have a lot harder time holding aggro than lancers so a little cooperation from the party is always nice.
Well i guess that's enough rambling for now.
Monday, April 30, 2012
Delayed Maintenance
So unfortunately they've run into some snags along the way today in preparing for the launch this evening. We're about 6 hours behind schedule hopefully they will be coming up in just a few moments.
While i'm disappointed in the delay i'm confident that this means the actual launch will be smooth ie no unexpected emergency maintenance or server reboots.
Something i didn't mention. They added a fourth PVP server yesterday and are offering free server transfers while they try and balance the population. I'm a little concerned about how server transfer will go and suspect that this might be the cause of the delay. I know my personal server Jagged Coast was having queue times of over an hour.
Hope to see you in game soon.
While i'm disappointed in the delay i'm confident that this means the actual launch will be smooth ie no unexpected emergency maintenance or server reboots.
Something i didn't mention. They added a fourth PVP server yesterday and are offering free server transfers while they try and balance the population. I'm a little concerned about how server transfer will go and suspect that this might be the cause of the delay. I know my personal server Jagged Coast was having queue times of over an hour.
Hope to see you in game soon.
Headstart and Early Cap Raise
Headstart is just about wrapped up we have until midnight tonight before non preorders start logging on.
After the trouble w/ OBT and the east coast not receiving a crucial patch i was excited to see the servers open up smoothly a few minutes early.
There was a small problem with number of channels initially available the high level maps were bottle-necked at 2 channels. That left no escape for the outlaws and entirely too many people doing the same quests.
Just spam checked the twitter and unfortunately the servers won't be back up for atleast 3 more hours at 10am pst. I'm a little disappointed to say the least but oh well.
I am disappointed that i ended up w/ random infamy after the server restart that fixed our channel issue in head start. It however did not take me long to work off once i started killing mobs my level or higher. I think the mob window should include mobs 2 levels under you as well as mobs of a higher level and also decrease when in groups outside of instances. Come on now it'd be way more fun to work off that infamy together and still gank people in the same area.
Anywho off to play league for a bit may post again in a lil while deciding what my next in depth topic should be.
Friday, April 27, 2012
Player Pet Shops
So I've decided to try and go over a lot of the hot button forum topics. Imma tackle this one first. I would like to say that i commend EME for removing them from the game.
The reasons i don't like player shops are mostly because of the unnecessary resources they take up. It's soo frustrating to load into an area and get instantly bogged down by 2938749284738957823 player shops; most of which are only set up to advertise a guild or gold spammer. We have an auction house in every major town it's not that hard to use. The only thing this inhibits is legitimate purchase shops. Would be nice to set up a pet shop in the middle of a field of material you need people would be able to gather and sell back to you instantly However i'd rather the inconvenience than the lag and spam pet shops can bring.
I find them tooo convenient since everyone has one and they can still go about their business leveling and such. Maybe allow us to vendor where we have to be the shop so there are fewer of them about. It would make you choose between leveling/questing or running a shop.
The reasons i don't like player shops are mostly because of the unnecessary resources they take up. It's soo frustrating to load into an area and get instantly bogged down by 2938749284738957823 player shops; most of which are only set up to advertise a guild or gold spammer. We have an auction house in every major town it's not that hard to use. The only thing this inhibits is legitimate purchase shops. Would be nice to set up a pet shop in the middle of a field of material you need people would be able to gather and sell back to you instantly However i'd rather the inconvenience than the lag and spam pet shops can bring.
I find them tooo convenient since everyone has one and they can still go about their business leveling and such. Maybe allow us to vendor where we have to be the shop so there are fewer of them about. It would make you choose between leveling/questing or running a shop.
Tuesday, April 24, 2012
OBT Review PVP continued
Other Thoughts i could have edited but meh.
Outlaw:
After posting on forums and getting a little feedback. I do think that killing another outlaw should decrease your infamy. The infamy system is also supposed to decrease when you kill mobs however that does not happen as of yet.
Maybe if En Masse is soooo worried about us pking they should only let us attack people who are +/- 5 levels of us.
Guild wars:
No real big thing about them except they are awful long and i do think you should be able to fight in town.
Outlaw:
After posting on forums and getting a little feedback. I do think that killing another outlaw should decrease your infamy. The infamy system is also supposed to decrease when you kill mobs however that does not happen as of yet.
Maybe if En Masse is soooo worried about us pking they should only let us attack people who are +/- 5 levels of us.
Guild wars:
No real big thing about them except they are awful long and i do think you should be able to fight in town.
OBT Review
So OBT is over.
Lets review.
Prologue:
Where i liked the prologue idea, it's implementation seems like it will turn people off from some classes. I didn't play it with every class. I completed it with the priest and warrior. Priest was ok. Warrior was difficult. They should add a healer companion type person to the prologue so that the melee classes don't get discouraged. No one likes to die in a tutorial.
Early game play:
The island of dawn seemed better than the rest of the areas to handle higher populations. Acadia was initially limited to 4 channels causing a bottleneck at Tenenbrous. The kill credit is odd for quests. Tag it first and do 51% damage. The idea is good the practicality later is kind of problematic for named mob spawns. There were 5 - 10 groups of people all trying to get the kill at once. We had to form a line and take turns (OMG so civilized) but people don't like to follow instructions sooo it was a rather annoying process. Outside of that it was great.
Outlaw:
OK so pvp'ng. Is 90% fun the cool down timer on infamy is FOREVER and some people do feel all self righteous about anti pk'ng. I actually earned my first infamy points accidentally. I had decided to flag myself and sit on "The Bridge" in Lumbertown that everyone had to travel over (unless they were smart enough to use the river). While i was flagged i had no intention of killing anyone. I know I know crazy why flag for pvp if u don't want to kill someone. I just wanted to mess with people. Sleeping them as the ran over the bridge scaring the hell out of them and letting them go on their way. Then a group of people came along all uppity and decided to kill the capped player sleeping randoms (aka me). During my escape back over the bridge one of my jump back skills one shot a nub and BAM 200 infamy which is almost 17 hours of being flagged. I think infamy should have more consequences however the duration should be shortened. In KTera i'm told that people can not enter towns or use the instance matching system. My biggest issue w/ pvp and perma flagged outlaw is the HP bars glitching and during dungeons grinding everyone's bar is red just like the mob soo kind of problematic when trying to heal.
Instance Matching:
The instance matcher is VERY convenient and the rewards are remedial either way i'll use it just so i don't have to be glued to one spot to get started quickly. The only problem with it are warriors not being able to indicate tank or dps. If they can resolve that queue times will be dropped significantly. ATM lancers insta queue priests/mystics have a 20-40 minute wait and DPS is 30-50 minutes. The long queues are completed due to a lack of lancer tanks. I don't think removing the rewards will make any difference w/ the amount of people that use it. The rewards are nice but nothing to write home about. Joining a dungeon in progress gets u some buffed up charms and using it at all gets u 1 alkahest powder. OH also you should be able to use the instance matcher for as long as u have the repeats for the dungeon.
Bugs:
Found one annoying bug when duoing bams. If the mob if knocked down and aggro switches targets the mob gets up immediately and goes after the person the aggro has moved to. They need to adjust that so the mob stays down for the duration of the knockdown even when aggro changes.
I think that's pretty much everything i've come across during beta now anxiously awaiting headstart on saturday.
Lets review.
Prologue:
Where i liked the prologue idea, it's implementation seems like it will turn people off from some classes. I didn't play it with every class. I completed it with the priest and warrior. Priest was ok. Warrior was difficult. They should add a healer companion type person to the prologue so that the melee classes don't get discouraged. No one likes to die in a tutorial.
Early game play:
The island of dawn seemed better than the rest of the areas to handle higher populations. Acadia was initially limited to 4 channels causing a bottleneck at Tenenbrous. The kill credit is odd for quests. Tag it first and do 51% damage. The idea is good the practicality later is kind of problematic for named mob spawns. There were 5 - 10 groups of people all trying to get the kill at once. We had to form a line and take turns (OMG so civilized) but people don't like to follow instructions sooo it was a rather annoying process. Outside of that it was great.
Outlaw:
OK so pvp'ng. Is 90% fun the cool down timer on infamy is FOREVER and some people do feel all self righteous about anti pk'ng. I actually earned my first infamy points accidentally. I had decided to flag myself and sit on "The Bridge" in Lumbertown that everyone had to travel over (unless they were smart enough to use the river). While i was flagged i had no intention of killing anyone. I know I know crazy why flag for pvp if u don't want to kill someone. I just wanted to mess with people. Sleeping them as the ran over the bridge scaring the hell out of them and letting them go on their way. Then a group of people came along all uppity and decided to kill the capped player sleeping randoms (aka me). During my escape back over the bridge one of my jump back skills one shot a nub and BAM 200 infamy which is almost 17 hours of being flagged. I think infamy should have more consequences however the duration should be shortened. In KTera i'm told that people can not enter towns or use the instance matching system. My biggest issue w/ pvp and perma flagged outlaw is the HP bars glitching and during dungeons grinding everyone's bar is red just like the mob soo kind of problematic when trying to heal.
Instance Matching:
The instance matcher is VERY convenient and the rewards are remedial either way i'll use it just so i don't have to be glued to one spot to get started quickly. The only problem with it are warriors not being able to indicate tank or dps. If they can resolve that queue times will be dropped significantly. ATM lancers insta queue priests/mystics have a 20-40 minute wait and DPS is 30-50 minutes. The long queues are completed due to a lack of lancer tanks. I don't think removing the rewards will make any difference w/ the amount of people that use it. The rewards are nice but nothing to write home about. Joining a dungeon in progress gets u some buffed up charms and using it at all gets u 1 alkahest powder. OH also you should be able to use the instance matcher for as long as u have the repeats for the dungeon.
Bugs:
Found one annoying bug when duoing bams. If the mob if knocked down and aggro switches targets the mob gets up immediately and goes after the person the aggro has moved to. They need to adjust that so the mob stays down for the duration of the knockdown even when aggro changes.
I think that's pretty much everything i've come across during beta now anxiously awaiting headstart on saturday.
Thursday, April 19, 2012
Open Beta Server Issues
OK soo the beta has been up for about 50 minutes and i would be playing right now except he game client keeps crashing. I'm rather disappointed they didn't take measures to ensure servers could handle the log on demand.
There are quite a few players that are unable to connect and play atm. The en.masse team is working on it and communicating via twitter.
It's like getting a toy you've been waiting forever for and finding out it's broken. I kinda want to cry. I also feel they should have an announcement on the website and in the forums not everyone checks twitter. Will keep you updated.
EDIT:
So it seems the error is limited to eastern time zone players amazing.
OK soo the beta has been up for about 50 minutes and i would be playing right now except he game client keeps crashing. I'm rather disappointed they didn't take measures to ensure servers could handle the log on demand.
There are quite a few players that are unable to connect and play atm. The en.masse team is working on it and communicating via twitter.
It's like getting a toy you've been waiting forever for and finding out it's broken. I kinda want to cry. I also feel they should have an announcement on the website and in the forums not everyone checks twitter. Will keep you updated.
EDIT:
So it seems the error is limited to eastern time zone players amazing.
Tera Open Beta Patch Notes
Really excited about the changes they've made for open beta. Where do i start going over them...
Guess I'll start at the top. We'll actually be able to test the Instance Matching System and rewards that they will end up removing. I'm hoping enough people are encouraged by the rewards and decide to keep them in place at launch. The buff doesn't look like it's that much of an advantage which is kinda nice.
They added daily quests which earn you rep w/ specific groups. I'm not a real fan of dailies soo i don't know how i feel about this. I mean i guess it's nice but i'll prolly just run instances for my gear. There are so many ways to earn tokens for gear and weapons I'll have to look into how unique the daily rewards are and how hard they will be to obtain. We've got Suppression Orders for regular and Big Ass Mobs, then guild quests, and the dungeon repeatables now we're throwing in daily quests it's just a little over whelming. Most of the time i rush my story quest then grind BAMs/Dungeons and repeat I don't really know if i'll pull myself away from that kind of grind to get daily rewards.
The nexus seems like it'll be really interesting and i like that u get a buff and an instant party match. I'll prolly do these quite often as a break to the normal leveling.
Very excited the increased the Drop rates of the Sinestral Manor(lvl27 ish) and Cultists Refuge(lvl 38ish). They also added a lot of end game content which is funny that they are considering it added since well no one has or can reach lvl 60 till after head start. Should just be considered a standard launch feature i think. Silly marketing gimmick.
OMG YAY letting us mount in the mines. I spent entirely too much time in Tenebrous mine last closed beta. I was so lucky i had blink the whole time but that place was sooo bugged it was frustrating. Supposedly the fixed the mobs resetting too.
Ok about the playable proloque:
I'm kind of excited to start my priest w/ level 20 skills for the short proloque and be paired w/ companion type bots. it will really help people look forward to leveling since i feel the game really does get more interesting when you start really grouping up fighting BAMs and running the first dungeon. I am a little worried people might get overwhelmed at first or disappointed when they actually start leveling though. Like hey look at these awesome skills then oh sorry u can only have this silly attack skill at level one.
Not really going into the new items and skills since i haven't really seen them in action yet. It's nice to see they added hats/masks for character customization too bad it requires doing the reputation dailies.
No big bug fixes well not really game changing ones improved the trade broker and fixed a couple skills.
I really hope to be going more indepth about the proloque later this weekend.
Again thanks for reading have a wonderful day and see you in game.
Really excited about the changes they've made for open beta. Where do i start going over them...
Guess I'll start at the top. We'll actually be able to test the Instance Matching System and rewards that they will end up removing. I'm hoping enough people are encouraged by the rewards and decide to keep them in place at launch. The buff doesn't look like it's that much of an advantage which is kinda nice.
They added daily quests which earn you rep w/ specific groups. I'm not a real fan of dailies soo i don't know how i feel about this. I mean i guess it's nice but i'll prolly just run instances for my gear. There are so many ways to earn tokens for gear and weapons I'll have to look into how unique the daily rewards are and how hard they will be to obtain. We've got Suppression Orders for regular and Big Ass Mobs, then guild quests, and the dungeon repeatables now we're throwing in daily quests it's just a little over whelming. Most of the time i rush my story quest then grind BAMs/Dungeons and repeat I don't really know if i'll pull myself away from that kind of grind to get daily rewards.
The nexus seems like it'll be really interesting and i like that u get a buff and an instant party match. I'll prolly do these quite often as a break to the normal leveling.
Very excited the increased the Drop rates of the Sinestral Manor(lvl27 ish) and Cultists Refuge(lvl 38ish). They also added a lot of end game content which is funny that they are considering it added since well no one has or can reach lvl 60 till after head start. Should just be considered a standard launch feature i think. Silly marketing gimmick.
OMG YAY letting us mount in the mines. I spent entirely too much time in Tenebrous mine last closed beta. I was so lucky i had blink the whole time but that place was sooo bugged it was frustrating. Supposedly the fixed the mobs resetting too.
Ok about the playable proloque:
Players can now explore the prologue tutorial of the Island of Dawn. Players will enter the game as a level 20 character of the same class and fight alongside the members of the first expedition. Players will receive quests to execute and explore the combat system. Upon completion, they'll land on the Island of Dawn as their proper level 1 character.
I'm kind of excited to start my priest w/ level 20 skills for the short proloque and be paired w/ companion type bots. it will really help people look forward to leveling since i feel the game really does get more interesting when you start really grouping up fighting BAMs and running the first dungeon. I am a little worried people might get overwhelmed at first or disappointed when they actually start leveling though. Like hey look at these awesome skills then oh sorry u can only have this silly attack skill at level one.
Not really going into the new items and skills since i haven't really seen them in action yet. It's nice to see they added hats/masks for character customization too bad it requires doing the reputation dailies.
No big bug fixes well not really game changing ones improved the trade broker and fixed a couple skills.
I really hope to be going more indepth about the proloque later this weekend.
Again thanks for reading have a wonderful day and see you in game.
Wednesday, April 18, 2012
Ok so was reading the last announced Launch feature. Have to say i'm rather excited to be thrown into the action right away. I'm also very interested on how it will work.
I'd have to say all of us who've played beta so far know how fighting BAMs can get a lil complicated sometimes. I'm mostly wondering if they are going to give us sneak peaks at some higher level skills and stick us into preformed groups or give us companion like party members. Like the priest in the mini instance on Island of Dawn.
However they decide to work it i think it will be interesting and I'm pretty sure i'll be glad it has been put in place. The game play really doesn't get exciting till you start really having to react to the game play; actually dodging, watching for signs the mob has become enraged, and learning when it is about use a rather painful skill.
I prolly won't be posting again till i hit cap in open beta. c: It shouldn't take me too long and i'll definitely have more to add to how i feel about the interactive prologue.
Thanks for reading and have an awesome day.
I'd have to say all of us who've played beta so far know how fighting BAMs can get a lil complicated sometimes. I'm mostly wondering if they are going to give us sneak peaks at some higher level skills and stick us into preformed groups or give us companion like party members. Like the priest in the mini instance on Island of Dawn.
However they decide to work it i think it will be interesting and I'm pretty sure i'll be glad it has been put in place. The game play really doesn't get exciting till you start really having to react to the game play; actually dodging, watching for signs the mob has become enraged, and learning when it is about use a rather painful skill.
I prolly won't be posting again till i hit cap in open beta. c: It shouldn't take me too long and i'll definitely have more to add to how i feel about the interactive prologue.
Thanks for reading and have an awesome day.
Tuesday, April 17, 2012
Tera Changes and Self Intro:
So I Guess i'll start by introducing myself and talking a little bit about the Tera open beta coming up in just 2 short days.
My name is Sugar I'm an elin priest about to start the guild Set Sail for Fail on Tera NA's Jagged Coast server. A few friends and I will be very dedicated to pvp and the political system. We're all interested to see how it will actually work once put in action. I've been looking forward to this game for what feels like forever.
The game devs have been really great so far about communicating w/ all the players so far. Too many games have so much potential but no communication.
Some things i'm a little disappointed about: The matchmaking system bonus for using it. I think it's an excellent way to encourage people to make a group w/ people u don't know. En Masse jumped the gun on removing that feature i feel. They listened to players that haven't even tried it yet. Why change something that's untested/? Also disappointed that i can only lvl 1 Character per server during open beta. So i'll be capped by end of the day friday (okok maybe a little ambitious) but seriously i'll be capped w/ atleast 2-3 days of nothing to do but farm the lvl 27 dungeon at 32 =/.
Things i'm happy they've changed. Improved flight paths no more going afk for 20 minutes while the stupid pegasus flies around eventually landing only for me to jump right back on it to go to the town i want to. It was kind of ridiculous that you couldn't fly from continent to continent w/ out heading back to Velika. The pet shops are gone YAY. I know a lot of players liked them but they are such a resource hog and can make things extra laggy for no reason. There is a pretty decent market system available to us why not use it. Those infinite engines were less than useless unless of course you were just trying to lose your materials. Increased dungeon drop rates who doesn't like more drops and better chances at the gear you need c:
Any-who Open Beta starts this Thursday 4/19 at 12pm pacific and continues through 11:59pm Monday 4/23. Hope to see you guys in game.
BTW I've never blogged before so if u have any suggestions/comments let me know or anything you'd like to hear me talk about i'd love to oblige. Have an Awesome day.
So I Guess i'll start by introducing myself and talking a little bit about the Tera open beta coming up in just 2 short days.
My name is Sugar I'm an elin priest about to start the guild Set Sail for Fail on Tera NA's Jagged Coast server. A few friends and I will be very dedicated to pvp and the political system. We're all interested to see how it will actually work once put in action. I've been looking forward to this game for what feels like forever.
The game devs have been really great so far about communicating w/ all the players so far. Too many games have so much potential but no communication.
Some things i'm a little disappointed about: The matchmaking system bonus for using it. I think it's an excellent way to encourage people to make a group w/ people u don't know. En Masse jumped the gun on removing that feature i feel. They listened to players that haven't even tried it yet. Why change something that's untested/? Also disappointed that i can only lvl 1 Character per server during open beta. So i'll be capped by end of the day friday (okok maybe a little ambitious) but seriously i'll be capped w/ atleast 2-3 days of nothing to do but farm the lvl 27 dungeon at 32 =/.
Things i'm happy they've changed. Improved flight paths no more going afk for 20 minutes while the stupid pegasus flies around eventually landing only for me to jump right back on it to go to the town i want to. It was kind of ridiculous that you couldn't fly from continent to continent w/ out heading back to Velika. The pet shops are gone YAY. I know a lot of players liked them but they are such a resource hog and can make things extra laggy for no reason. There is a pretty decent market system available to us why not use it. Those infinite engines were less than useless unless of course you were just trying to lose your materials. Increased dungeon drop rates who doesn't like more drops and better chances at the gear you need c:
Any-who Open Beta starts this Thursday 4/19 at 12pm pacific and continues through 11:59pm Monday 4/23. Hope to see you guys in game.
BTW I've never blogged before so if u have any suggestions/comments let me know or anything you'd like to hear me talk about i'd love to oblige. Have an Awesome day.
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