Developers of the upcoming highly anticipated MMO TERA have responded to player concerns, following the recent play tests that took place.
It was announced last week that the Korean version of the game, which is being developed alongside the western verselayed so phat ccl ie bea g aevehanges could be made. These additions and alterations are a direct result of feedback from players who took part in the last batch of Focus Group Tests.
TeraFans took the time to translate the list of changes being made to the Korean client, changes that we may not see here in the west it's important to add, which underlines what the Koreans can expect to see shortly.
- At the moment, all races have the same stats, the only difference between them is their appearance. However, developers are introducing racial traits that will mix things up a bit, but will not affect gameplay balance.
- There was a distinct lack of skills for players to use in the last FGT, but apparently the full list of skills aren't ready to show just yet. New skills are steadily being added, though, especially ones that help solo players and others that will be more useful in PvP.
The lack of skill customisation currently means that all character of the same class and level have exactly the same abilities. However, a system is in the works that will allow players to customise their skills, a talent tree if you will, where they can spend points to affect things such as cooldowns, MP usage and attack power. Players will be able to freely reassign talent points too, even while using skills.- The developers are working to remove the delay after using some skills. Improving the feeling of combat is something that is continuously being looked at and tweaked.
- Testers feel that too many of the quests on offer are of the repeatable variety, making questing tedious. The plan is that more quests will be added, quests which tell the storyline of the game in various ways. The offending repeatable quests have been scrapped altogether and replaced with different ones
Hunting zones were pointed out by testers as being too similar to one another. But these zones are up for a makeover, changing the variety of monsters, placement, paths, topography, buildings and quests. Quest lines in these areas are also being jazzed up, and the flow and difficulty of the areas are also being considered.- Solo gameplay was also picked out as another problem area, which players were finding too hard. The original intention was that gamers team up with others more as the game progresses, but developers now feel that more areas for solo play are needed. A better party matching system is also in the works to make it easier for gamers to find others to party with.
- Large quest monsters felt very similar to each other in battle, frustrating testers. Apparently, the AI of several monsters in the FGT wasn't fully implemented, and since that aspect of the game is a large and important part of TERA, the developers are keen for players to know that it will be much more fun in future. Monsters will have more abilities and it will be easier to work out their attack patterns for a more tactical gameplay style.
The auto-attack stance that characters enter when a monster sees them was not very popular and, as such, will be reconsidered. Players will only enter combat mode if they hit or are hit by something. Players will also retain any buffs that increase movement speed when entering combat. - PK rules are currently very harsh, and players don't like the way they can be repeatedly killed by others. Luckily the PK, or PvP system is being completely revamped, and excessive PKing will be countered.
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