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.
Monday, April 30, 2012
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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