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Locking this thread. We don't talk about personal info from user accounts in a public forum, or with any other users aside from the account holder in question.

I will say in a very broad, general sense that we always fact check and triple check before investigating anyone, and often our GMs try to speak with users to understand a situation fully. If anyone ever feels they've been targeted or have had restrictions put on them unjustly, please contact CS or message us on the forums.

Thanks,
-Chager
Do you guys really think I have a cool beard? (swoon).

Honestly though, this interview was supposed to focus around the Halloween event with just a few generic questions about the state of TERA. Anyone that reads this and expects mind blowing revelations should know we generally save big announcements regarding content updates or big news for our own website or mass distributed articles vs. 1 off interviews.

-Chager
Good catch on the Shandra Manaya scene:

That specific cinematic was put into the KR post Argon Queen update for them (and us) and we didn't have time to voice over anything for it and get it into the build in time for Argon Queen launch. It'll be in shortly but aside from that we are on the same page.

-Chager
muwahahahaha
I am really trying to restrain myself from making a ke$ha joke right now... (must.. not.. say tik..tok..)

Phaere is correct; the cinematics from the KR version were promotional videos and aren't in the game. All TERA clients have the same cinematic cut scenes.

Also, we dropped the subtitle "The Exiled Realm of Arborea" because we knew we would have named updates and it could get confusing. Case and point:

TERA: The Exiled Realm of Arborea Argon Queen Update Part I

Bit of a mouthful and confusing, so we chopped it shorter.

-Chager
The past few weeks we've had weekend events whose primary target was level 1-59 players (double drop rate weekends) and secondarily to the level 60's (dungeon cooldown reset scrolls for everyone).

This event is targeted towards the mid-level crowd (40-60). We'll be having way more Halloween events coming up in the very near future, so don't worry! We'll have events for people of all levels.

-Chager
Why is there a turkey attacking that pumpkin?
@Diver - Halloween event dungeon is for 10+ :)
Trying to hit a few folks questions here:

- The enchant increase rates are from T1~T14 (so yes T14 enchant rates are higher than before)
- While green and blue fodder multipliers have been increased from before, they are still not as high as gold items. The hope is that by upping green and blue fodder rates, it will make those items more desirable

Thanks,
-Chager

We're trying several different things, from advertising outside the game (forums) to just doing in game announcements an hour or so before hand, to literally no announcement.

We're trying to balance what we can do on a 'flash' informal basis with player expectations. A great example would be if we had advertised this on socials, forums or even in game server wide announcements, we would have a 2 hour wait just to play and the end result wouldn't be good from a player perspective.

There will be some events that we gear towards a larger crowd, and those will have a more wide advertisement, but for these small flash events we want player to have fun and that means smaller groups :(

Thanks,
-Chager
Wait, did you just say the Baraka robot dance sucks?

Blasphemy.

PS - We will have Halloween cosmetic pieces available and also have some cool ideas on costumes that we'll be sharing in a future blog! (but don't tell Minea I said that, she might hit me)
Edited by: Chager about 2 years ago - Reason: more infoz
In an effort to share info a bit more informally and sooner, I wanted to stop by and share some details about the build that we'll be publishing next Tuesday (10/16). Please note this isn't official patch notes; those will be out prior to the patch, but is more geared toward letting y'all know what is coming:

• Shandra Manaya Core (Normal Mode) Instance Added
• New achievements for level 60 players
-- Achievements are based on your class and give you class specific cruxes and fodder weapons for enchanting
• Enchantment Change Part 1
-- Items have been broken down into 3 categories (Weapons, Armors, Gloves/Boots) and each have received their own increased rate of enchanting success
-- Success rate using Uncommon and Rare sacrifice gears have been increased.
• Berserker Class Refinement
-- (lots of details here that we’ll give out once we confirm them prior to patch publish)
• New web links added in game
-- Let’s you access specifics on the web from in game (in case you get stuck on a dungeon and need a guide)
• Various Halloween event info
-- Files are being patched to prep for our Halloween event (the event will NOT be on yet, we have some awesome stuff we’re planning around this and will have more info on 10/16 abou the events)

Look for the official patch notes, patch AND Halloween Event details on 10/16!

-Chager
Edited by: Chager about 2 years ago - Reason: hate bullet points
Those gym costumes are cool, but unfortunately we won't have them in time for Halloween. We will find a way to use them as soon as we get them though!

-Chager
Are ya'll talking about the enchanting fix part 1?

If so it will affect all weapon/armor tiers and all enchant levels. I'm working on a quick post about it with more details but the TL:DR is that we're increasing the chance of success for everything and upping the success changes depending on the fodder you use.

Part 2 will be coming hopefully in the next 4-6 weeks.

Oh and it'll be here next Tuesday (barring any issues with QA testing).

-Chager
I teased in a producer letter last month that we were working on fixing enchanting. Now that we've had some time to solidify those plans I want to share them with you before they happen so you'll know what to expect.

Part 1:
As part 1 of the enchanting fix, we are changing what success ratios are applied to what gear you're trying to enchant. The old system had a fixed probability for all enchantable materials (weapons, all armor, etc.) We realized that it isn't practical or fair to apply the same chance to all items, so we've broken the enchanting %'s into 3 categories; weapons, armor, boots/gloves. In addition to this, we've assigned different success ratios to each category. The real improvement is that we've thrown out the old ratios and redone them with this new system in mind. I won't share the specific percentages, but every single enchant stage for all tiers of weapons/armor has been increased. The increases are dramatic in some cases (15x greater chance than before) and after looking at the numbers and getting a feel for it in game I am very excited at the change. We've also slightly changed the way the fodder is used and put a heavier weight on some fodders, upping the chances of success even more. This will be part of the patch that goes live on 10/16.

Part 2:
We've seen several suggestions on the forums and in game saying "I wish there was a way to GUARANTEE success in enchanting." Part 2 of the enchanting revision will be adding alkahest that has a 100% success rate. We have been monitoring success rates and know at each enchant level and for each tier of weapon roughly how much a player spends to get a successful enchant (on average). We don't have the specifics down yet, but are using this data to help us pin it down. This will be very expensive in game, but we feel that by increasing the enchant success chances (which lowers the overall cost of enchanting, but still has an element of chance) and by offering a very expensive 100% guaranteed alkahest, we are giving players a variety of ways to get their enchant on. Part 2 of the enchant revision should be live in early November (exact date TBD).

Once we get both of these parts in the game we'll take another look at the data, the player comments and feedback, and see where we stand and if further tweaks are needed, so please let us know how things are going with enchanting as we roll out these changes.

Thanks,
-Chager
Good opinions here, thanks to everyone for the feedback.

I'll be honest, I am still hesitant to lay out our entire schedule for several reason. That being said, I do think everyone has a valid point about having more information the day before a patch, so we're working on putting some things in place behind the scenes that will get more info out there to everyone (ie peep the enchanting post I just put up;). Let's take it slow and evaluate how the new information sharing goes and let us know if its not enough or if there's more specifics we can share and we'll say yay or nay and try to give reasoning.

Thanks,
-Chager

PS - we sent a newsletter out a few weeks ago that teased October and the Halloween event
Lots of feedback, awesome.

RE: Price of 100% alkahest = we haven't decided anything yet. It will be significant in price and would be aimed at the people that don't want to take a chance on being able to enchant to that next level cheaper and want the guaranteed result.

RE: Fodder market with 100% alkahest. I don't think this will crash the fodder market. I see the increased success rates driving more people to enchant, and overall keeping even with the supply and demand of fodder. With the 100% alkahest, 1) we haven't determined the fodder reqs yet 2) even with this, the price will most likely keep people from doing this for +1 all the way through +12.

I see the most likely use of the 100% alkahest being people who are trying to get +10-12 on T13 or T14 (more likely) gear and don't want to take the time or chance at possibly doing it cheaper than buying the alkahest.

All of this being said we definitely have our eye on the overall in game economy and making sure that everything stays balanced. That will be as much of a key factor in the timing and price of the 100% alkahest as the development work that goes into it.

-Chager
Zerkers (myself included) will be happy after next week's patch :)

-Chager
Let me help with the questions y'all have by explaining our process a bit.

As I've said before, we have a rough delivery schedule and what will be in each of those builds from now until the end of the year. There are often last minute changes to the build contents, which could either change the date or what the build contains. We have a good idea of what the 'final' build delivery will be a week or two prior to the delivery, but always like to err on the side of caution and not talk about build contents until we actually receive it and have it in our QA environment. Depending on the size of the build, total contents to test, etc. this could be a few days to a few weeks.

Up until now we've been on a pretty regular 2 week iteration where we get and deploy builds from BHS. When they were here in Seattle last we had a great discussion on the pros and cons for this, using the past few months as a way to analyse how effective this was. Turns out that with a 2 week process we could each make and test small changes, but we didn't have the bandwidth to really get into a few issues that needed more than a few days of dev work (enchanting for one). To be able to tackle these bigger issues, we changed the delivery schedule to be more content focused instead of weekly focused. The result of that was a change from a 2 week regular cycle to a slightly more irregular schedule based on development milestones, and that time difference is 'roughly' 3ish weeks apart now.

For those who think we are sitting on builds, the most definitive answer is no. I've said it before and I'll say it again, our team is kick [filtered] when it comes to receiving, testing, and deploying builds. A week turn around for large updates that we get is pretty ridiculous, especially when you consider we test new changes, regress bugs, create new localization files, test patches (game and localization) and publish this to multiple environments to ensure patches happen right the first time (AND have a weekend crammed in there somewhere for family). We also all play TERA in the office, and I would be personally bludgeoned to death if I got caught sitting on a build.

We are trying to be transparent with what's going on, and Minea tries to communicate what's coming in upcoming patches once we receive and can make sure things get into the build, but sometimes what gets delivered isn't always what we originally intended (for one reason or another).

Question to you all though: Would you rather have potentially incorrect information earlier (date changes, some content potentially not delivered or ready after testing) or would you rather have more accurate info on what's coming closer to the live publish date? I lean towards making sure I know what is in a build before we talk about it, but change is always possible.

Thanks,
-Chager
We (production team) actually video conference with Bluehole weekly (sometimes more) and have pretty open communication lines. I get call a lot of nights from them asking questions or confirming specs. We have a good communication with them and discuss bugs, content updates, EME only changes, etc. on a regular basis.

One thing to keep in mind though, is that they also have teams like this for every current and new territory, and they are all vying for core development changes (our western team can do small changes and updates, but changing something like the Nexus system takes the core dev. team). Our priorities get stacked against other territory priorities, and where we have similar concerns it gets elevated, where we differ the priority process comes into play (scope, players effected, territory build, and about 100 other variables).

We do our best to push what our players want but sometimes we have to wait our turn to get everything that we want.

Hope this helps y'all understand a bit more about communication and how we work with BHS.

Thanks,
-Chager
Hey guys,

We are aware of an issue with being able to connect to BGs and are working to resolve that right now.

I'll update as we have more info and an ETA.

Thanks,
-Chager
Quick update:

We restarted the Battleground Server and that didn't seem to have any affect. We are waiting until the Nexus and Traverse are completed from this afternoon's Nexus event before attempting anything else to avoid possible issues.

We'll let you know if we'll have any related downtime or restarts, but so far we are testing things that won't cause conflicts with live service.

Thanks,
-Chager
We will be restarting the Party Matching servers in an attempt to fix the battlegrounds.

Please note if you're in an instance you may be kicked from the game. If you are, don't fret! Just log back in and you'll be at the instance teleporter and your instance progress will be saved and ready for you to continue adventuring.

Thanks,
-Chager
BGs are up and running again.

Thanks for the patience while we fixed the issue all.

-Chager
Locking this thread.

Be constructive folks without bashing one another or the GMs. We're all working hard to make TERA better.

-Chager
It's coming folks, I promise.... in the next patch ;)
Later than next week but definitely before the last week of October ;)
Changing the nexus times is a delicate balance that affects everything from server load to in game economy. We are starting with this initial new schedule, adding 4 times to increase our total to 10. We will be monitoring all of the data and also listening to concerns as we progress through this schedule and are always willing and able to change and adjust times as needed.

We specifically started with 4 additional times (not 3 times per day) because we want to be responsible with an adjustment like this. Reducing the gold and the increased nexus times go hand in hand, and before we open up the schedule more we want to make sure the impact within the game world is acceptable.

As a reference, prior to making the gold reduction changes, 6 nexus events over the weekend were responsible for upwards of 24% of a server's daily gross gold earnings (in some cases half of what players would loot in a full day!). With that in mind, you can see why we're taking a cautious approach with opening more times. I won't bore you with the economic analysis we do on a regular basis for the game, but just know we look at a lot of numbers and data before we make changes, and I want to be fiscally responsible within the world so we don't create a hyperinflation situation and have to increase gold sinks to account for the increased gold. (No one wants to buy a Keener's bandage for 100 gold.)

Try out the new nexus times and the old as well, and please continue to give us feedback and let us know what you like and don't.

Thanks,
-Chager
To clear the air a bit, we never hold patches back and sit on them. We have a carefully planned schedule for the next 4 months that includes updates from KR, events, and things we feel the players will want. As soon as a build is delivered from KR we test it and have it up (generally within 2 weeks, which is our normal cycle). We all play TERA and there is no way I would survive a day in the office if I sat on content...

Also with regards to the nexus, Nihilu is correct. We're slowly easing into more nexus times and an initial schedule and waiting to look at player feedback and data on economy. There's another thread I just posted some more details on, but a quick recap: prior to the nexus gold reduction, 1 day of weekend nexus events (2 nexus) could account for up to 25% of a server's daily income (roughly half of what is looted in an entire day). To avoid a bad economic situation, we're easing into more nexus times and watching the data closely, and will add and adjust when we know it's safe to do so.

With regards to KR Nexus times, there are currently on 10 nexus events going on; twice daily Tuesday/Wednesday and three times a day on Sat/Sun. (reference website: http://tera.hangame.com/wiki/read.nhn?docNo=15588).

I hope this helps understand a bit more about how content patch timing and also the rollout of our nexus events.

Thanks,
-Chager

Fair point, which is why we're also changing out enchanting works in the near term. We felt it was more important to open additional nexus up slowly over time (which also opens traverse instances with new gear) and introduce enchanting changes in another build (which isn't far away).

As far as income, I didn't say half a player's income comes from nexus, just that a sizable sum of gold comes from a small percentage of players during a 2 hour game play session over the weekend. Goal isn't to punish by any means, but to not flood the market with gold prior to other changes.

Trust me, I hear you about enchanting being expensive. I've spend at least 4k gold on enchanting t13 and i'm at +8 on weapon and maybe +3-4 on my armor pieces (and yes I had to earn the gold legit, the GM's won't hook me up at all ;). That in mind, I think you and everyone else will be happy with some of the enchantment changes that will be happening very soon.

-Chager

This event was a first try for us, so thanks to everyone who participated and enjoyed it, and for those who waited but didn't get to experience it we are sorry. Let us know constructively how you think we can improve this going forward. We've already got several ideas to make these events flow better and give access to more people going forward, and the goal is to keep making small changes and tweaks every time so we eventually get to a point where they're fun and enjoyable for everyone.

This is just the beginning and we've got several other events planned that we're already adjusting based on last night to make it better. Also for those who weren't able to make it during those times, don't sweat it. These events are targeted at smaller user groups in a wide variety of times, so if you didn't catch this one there will be more and they will be at different times!

I'm also going to dig into the prizes to make sure everyone gets them (if they haven't already).

-Chager

The events that we run generally have a primary and secondary targeted player group. As you can see, for the next 2 weekends we're targeting players who would benefit from loot from the 1-59 dungeons. The secondary target is level 60's who are playing instances with cool-down timers (level 59 and below instance essentially have no cool-down).

We'll be doing other events down the road that focus on a wide variety of player groups, including level 60s, PvE users and PvP users. Just because we don't hit your demographic this time around doesn't mean we won't soon! That being said, if you are 60 and have ever thought of rolling an alt, the next few weeks are PRIME alt rolling time...

Also if we're not getting you at a time you normally play don't worry, we're doing a wide variety of events that will encompass all different play times. Again, if we don't hit your specific level range or play times/days with these first few events, we will have events that you can participate in down the road.

-Chager
To clarify, this was one of several 'flash' events that we plan on doing. The focus for these will be smaller player bases and to engage y'all on a personal level. We will have large scale events that the marketing people can help with :) This was meant to be smaller in nature a more casual. However easy or simple these events look, they take a LOT of planning, prep and overtime to execute on, and I'm particularly proud of our guys and the job they did.

That being said we were totally blown away by the community response and the number of players that showed up. We thought by announcing it a few hours before that we would not get the response we did, which was our bad totally. We've taken a lot of great things away from this first event and have already modified our plans for next week's flash events to make it a better player experience and to be able to scale more properly.

Stay tuned for more flash events, and know that we've already learned a ton just from one event and will constantly be tweaking and taking feedback internally and externally to make them better!

Thanks,
-Chager

While we aren't seeing a large spike in lag tickets through CS, we do hear that you guys are experiencing it and are digging into this with our operations team.

To help us narrow this down, can you list what servers you were on? (we aren't able to reliably repro this within the office so any data we can have to narrow it down would be helpful).

Thanks,
-Chager
...wait. You're saying google translate is wrong and we aren't getting "The remains of four ancient prostitutes?"

dangit.
Couple of quick clarifications:

Our plan is for the NA battlegrounds to be open 24/7 all day, all week, all year. That being said there are a few bumps in the road to this planning we are still working out. Currently because the KR system is only opened limited times, there is a natural cap in the amount of BG rewards you can earn. By opening the system up 24/7 we are not using the natural cap, which opens the door to abuse.

BHS is currently working on getting a cap system put in place so we can have the BGs open 24/7 without the potential for abuse or creating a severe discrepancy between who plays all the time and who doesn't. Until that system is in place (shouldn't be too long after The Argon Queen update) we're working on balancing the number of points you can earn to accommodate for a 24/7 un-capped battleground.

Again, our end goal is 24/7 BGs open all the time cross servers, so matches shouldn't be hard to find no matter when you play. We're just dealing with balancing the point system until we can implement the daily point cap.

Thanks,
-Chager
Disband will no longer be an option with the next build :)

Should arrive to a PC near you in a few weeks.

Thanks,
-Chager
Dungeon timers for instances below level 60 will be changed to 10 minutes with the next patch.

Should be in the build coming in a few weeks... along with a few (wink wink) other additions.

Thanks,
-Chager
Hey all,

We were set upon by a gang of pots and trees and forced to make them more powerful and have more HP than any boss in TERA, ever. We couldn't help it and I for one support our new tree an pot overlords and look forward to their glorious reign.

Okay.. seriously. We realize there's an issue with BT and are looking at the issue right now. We've got our QA team and all of our level 60's in house running it so we can gather info to diagnose exactly what is happening. When we have an update we will share with you what the issue is, what we're going to do to fix it and when we can expect it to be working right.

In the meantime, thanks for hanging in there while we get BT sorted.

Thanks!
-Chager
Best way to avoid the debuff is to run the entire thing and support your group :)

Also, FYI we will be disabling the 'disband group' in an upcoming build so this won't work anymore. You'll have to play nice or play alone.

Hey guys,

I can sympathize with this. I've had my share of headaches and issues with disbanding and dungeon cooldowns. Good news is in a very near future build we will be tweaking this: instances below level 60 will get a 10 minute cooldown (we are trying to get it to trigger from first boss but no promises yet) and are also removing the disband group option so people can't get pissed and ruin it for the whole group.

Sorry that happened Happy but changes are on the way!

-Chager
Quick update:

We've found the lead pot and his gang of trees. Apparently he was able to engineer a coup of a datasheet and adjust several figures in his favor for taking over our servers.

We've adjusted the malformed sheets, tested in QA and will be applying these within the hour. After that I will cook some baby trees (pine, I think), put them in a clay pot and throw it from our building window to display our dominance over them once and for all.

Thanks,
-Chager
Instance lag is something that we've identified as an issue and are working to fix it. In an update coming mid next month we've got some improvements coming in that should make this better to folks who are experiencing it.

-Chager
We have been working with BHS on incorporating the patch that will enable all level 58 and below armors to be used as templates. We have a tentative ETA before the end of August!

Thanks,
-Chager
To give a bit of insight to this, the cycle for new builds is that Korea will release a build live, and will then work on getting polish and bug fixes in over the follow few weeks. Once they feel they have a really solid, stable client (typically 3-4 weeks), we'll go through features we want/need for our market and where our player base is level wise, and they will deliver a client for us to begin testing on.

We'll go through our tests, report any issues that pop up, and iterate on our english files over and over. For small incremental updates we can turn a build around in a week or so (hence our 2 week build publish that we're currently on). For larger content updates like Queen of the Argons, it takes us a few weeks to fully go through the new content and get it to a place we're happy with.

Is this ideal? No. We want to get the content to you guys as quickly as we can, but also need to hit our high quality bar. We are working on a few internal measures to shorten the gap between publishes and will continue to do our best to shorten that cycle time, so over time it will get shorter.

Thanks,
-Chager
Update on this - we identified the spamming of emotes but didn't want it to hold up the build from being released to everyone. We are working on a fix that we expect to get in the next build (few weeks away from live).

Thanks,
-Chager
Hey guys,

We know there's a lack of rare crystals and are working on a couple of solutions to get them into the game in the near future. I don't want to go into specifics until we finalize exactly what we're doing and get the build in house to test, but expect to hear more on this in the very near future (1-2 weeks max).

Thanks,
-Chager
We changed the time from 7pm PDT to 8am PDT because we noticed a bit of lag whenever the dailies would reset each day. We wanted to pick a time that was early enough that most players wouldn't be on, but would still be effective and people can get their daily on.. well, daily.

We went for 8am PDT instead of an earlier time because we wanted to make sure the reset times occurred after a server restart for weekly maintenance. Whenever you do a maintenance, you want to reduce the potential variables for what could go wrong and that was a deciding factor for us.

Hope this gives a little insight as to our decision process for daily reset times!

Thanks,
-Chager
To clarify:

There was some internal confusion about the content of this update, specifically around FoK and BT. The following items ARE NOT part of this patch:


• Balder’s Temple and Fane of Kaprima
o The drop rate for beast hide and master enigmatic scroll in Balder’s Temple and Fane of Kaprima has increased.
o Added some superior tier 13 weapons that were only obtainable in hard modes as low-probability drops in Balder’s Temple and some superior tier 13 armor sets as low-probability drops in Fane of Kaprima.
• The BAMs in level 60 zones now drop tier 13 crafting materials (common, uncommon, and rare). Named BAMs now have a higher probability of dropping crafting materials.

We are in the process of updating the patch notes page to reflect this.

Thanks,
-Chager
Somehow I don't think my wife would understand your motivation.... but thanks?

-Chager
We've been following this thread and have been actively discussing this issue with the BHS team. They are aware of it and are looking into the specific causes on their end to resolve it.

As I get more updates I'll make sure and post them here, but for now know that we're aware of the issue and appreciate the detailed feedback and user cases that have been shared here. Between this thread and the tickets we've got a good amount of data that BHS is using to sift through.

Thanks,
-Chager
For masterwork items, when you seal and unseal an item you have a chance to either get a 1%, 2% or 3% attribute bonus. This is why ya'll are seeing differences in the base stats and attributes.

When we were digging into this more, we found that some weapons don't have a 1% bonus, but instead only do 2% or 3%. We've started tracking this as a bug and BHS is looking into it now.

Thanks,
-Chager
Hey Alopius,

Like GvG on PvP servers, you will actually die. You won't lose crystals and can either be rezz'd by someone there or go back to the nearest town, where you'll have to replenish stamina (same as if you die anywhere else).

Hope that helps!
-Chager
As an added update to this we have seen a lot of unintended use in the LFG channels across all servers. Because it is a global chat channel, it's pretty easy to get a bunch of people to abuse it.

The timer we put in today should help put it back to its original intended purpose; helping connect people who want to group. It's just a first step and we are currently working on other ways to make this channel more useful and accessible while keeping trolling to a minimum.

Look for LFG changes in near future updates.

Thanks,
-Chager
Hey Real,

There was no patch last night, it was just a few config changes around chat, zone channel, daily quest reset time and character transfers (http://tera.enmasse.com/news/patch-notes/patch-172903)

If you're seeing a huge drop in FPS talk to our CS folks and they might be able to help walk you through basic troubleshooting to see if something else is going on that is just now starting to show up.

Thanks,
-Chager
Instance lag is something that we communicated to BHS about recently, and as it turns out they are having similar issues in the KR service as well. They are tracking it down now and hopefully will find the root cause soon.

We're looking into the issue with BHS, so it hasn't gone unnoticed!

Thanks,
-Chager
Instances and lag are a different matter. Please see this post for info:

http://tera-forums.enmasse.com/forums/general-discussion/topics/Instances-are-lagging-currently

-Chager
Unfortunately we did not use Mr. DeLancie in the VO, but as a trekkie I would have geeked out if we had.

-Chager
Bit of clarification here:

The schedule that Knoxxer posted is our beginning schedule. It is subject to change but it's our starting point.

We're using this as our starting point due to the population of players that can enjoy this event. The more the 58-60 player base grows, the more the schedule will grow. We want players to group together and finish a nexus, and having a Wednesday morning nexus won't result in enough players to get through an event.

We're always listening to feedback and I know these times don't work for everyone's schedule (Short of a 24 hour nexus period there is always someone that will be left out) but let's use this as a starting point and grow the times and days from here.

Thanks,
-Chager
We are working on a fix for this and hope to have it out soon! In the meantime please contact CS and they can assist.

Thanks,
-Chager
Hey all,

I want to chime in on this because this is something that everyone is clearly passionate about (as am I.) The maintenance we had early was to address the exploit to stop people from using it.

We're currently in the exploration phase to see how widespread this exploit was, who used it, and where the items are now. Once we gather this data we'll be taking care of it. We have to understand and be confident we're changing the right people and equipment and not potentially punishing innocent people because we wanted a quick answer vs. the right one.

Rest assured we'll let everyone know what we found and what actions we took in the near future.

Thanks,
-Chager
@Thundercat - Same pic in 2 threads? Come on, the internet is full of funny pictures, use another one!

I posted this in a separate thread but thought it'd be appropriate here:

Hey all,

I want to chime in on this because this is something that everyone is clearly passionate about (as am I.) The maintenance we had early was to address the exploit to stop people from using it.

We're currently in the exploration phase to see how widespread this exploit was, who used it, and where the items are now. Once we gather this data we'll be taking care of it. We have to understand and be confident we're changing the right people and equipment and not potentially punishing innocent people because we wanted a quick answer vs. the right one.

Rest assured we'll let everyone know what we found and what actions we took in the near future.

Thanks,
-Chager
RE: Op.

The other folks are right; to balance the population on the PvP servers we had to disable new character creation for a bit. We are monitoring this constantly throughout the day and I expect we'll be enabling them soon.

Also, we do currently have transfers, but as of right now for PvP servers characters can only be transferred to our new PvP server, Feral Valley. Like new character creation, we're monitoring this and will be less restrictive in the future, but for now we're trying to make sure the servers are healthy and balanced.

Creating a new character on another server is a good idea if you want to jump in and play right away, and server transfers will be around for a while for you to transfer. Also I'd recommend watching the forums and website daily for when we start to open up new characters and new transfer locations.

Thanks,
-Chager
Right now Feral Valley is the only PvP that can be transferred to.

We're working a 2 tiered approach for balancing the PvP server populations; new character creation and server transfer limitations.

We recently lifted the new character creation blockage from VoT and BC, and are monitoring the transfers to make sure they all stay balanced.

We're monitoring this daily, and at some point in the near future we expect to lift the transfer restrictions for PVP, so stay tuned!

Thanks,
-Chager
Just to reiterate though, our CS guys have been busy handling the ticket surge that always comes with launch. We are 24/7 and have agents that are working really hard to burn through the ticket queues and help everyone out.

-Chager
Did you guys have characters on that server before? If not we're temp. redirecting new players to the lesser populated PvP servers until we get an even player distribution.

http://tera-forums.enmasse.com/forums/news-announcements/topics/New-PvP-Server-Added-Feral-Valley

Have no fear though! at some point we'll open them back up and we do have server transfers as well.

Thanks,
-Chager
Couple of updates folks:

We've been continuing to monitor the data with regards to queues, have weighed options and feel we have a clear direction to move forward. Look for an announcement on this shortly (if you haven't already seen hints of it yet ;)

UPDATE:

http://tera.enmasse.com/news/posts/new-pvp-server-added-feral-valley

We've also determined our queuing system isn't functioning as designed for folks that get disconnected. We've had reports of this but have also internally verified it as well. No ETA on the fix but we are aware and working towards a solution.

Thanks for being patient. We know its hard when all you want to do is get in and play but we also are making sure we have TERA's longterm future in mind and that means sometimes we need to think and weigh all options before deciding a course of action.

Thanks!
-Chager
Edited by: Chager over 2 years ago - Reason: updating with announcement link
The completionist in me is bothered by this as well. Please know what we've identified these internally and will be adjusting them as we continue with live service. No ETA yet but they are on the list!

Thanks,
-Chager
Hey all,
I know some folks have been experiencing queues, specifically on our PvP servers and I want you to know we are not ignoring the problem. We have a lot of analytics and data that we've been constantly looking at. Here are some of the things we're seeing

Queues on PvP servers:

• Valley of Titans has a large queue with a wait time from 2-3 hours. Folks are getting in (we've got internally people that got in through the queue in under 2 hours and yes they were legit!) but its slow because this is a popular server

• Jagged Coast has a moderate queue of roughly one hour. Though not as popular as VoT, it is close.

• Basilisks Craig has a small queue with roughly a 15-20 minute wait time.

No other servers currently have queues. As you can see the PvP servers are very popular, but the character distribution and players wanting to play on them is skewed. There are spots open on both JC and BC that are a much smaller wait time than VoT, and we encourage folks to go there to even out the queues.

We know just 'going there' isn't possible or preferred for people who have invested time in characters on VoT. To help alleviate that we will be having free character transfers starting Monday 4/30. The details can be found here:

http://tera.enmasse.com/news/posts/tera-server-transfers-available-at-launch

We know that queues are frustrating; we are experiencing the same pains you are here in the office (we don't get special privileges). This is part of the pain of an initial surge of players at launch and we fully expect this to even out over the next few days. In the mean time we hope that by either creating characters on lower queue servers or transferring your existing character to another server on Monday will help with the stress and frustration of queues and get you in and kicking the crap out of BAMs in no time.

Thanks,
-Chager
To clarify this:

We've been monitoring all of the numbers today and the buddy codes that were sent out account for a small fraction of the users logging in today. Blocking these folks wouldn't solve any queue issues we're currently experiencing.

Thanks,
-Chager
mindgames on 04/28/2012, 05:07 PM - view
While balancing the queue times would be nice, are there plans to actually fix the issue entirely by adding more PvP servers? Even if it was balanced out, it would still be roughly an hour queue on all 3 PvP servers, while 7 PvE servers have no queue at all.



We have specific scenarios/triggers that would have to happen before we open a new server. We want to be smart and only open up a new server if we have the critical mass needed to support it for the long haul.

Right now we are not at that point but we are aware of the numbers and queues and are very closely monitoring.

Thanks,
-Chager
Allow me to clarify:

At 12AM on Monday (0:00 Monday 4/30) we'll be bringing everything down. This includes our account management system, launcher/patcher, forums and game. We'll be running maintenance on all of these systems for last minute checks and updates.

At 7AM Monday (07:00 Monday 4/30) servers, web, all will come back online. After that there will be no more planned outages. (cough cough level cap and restrictions removed cough cough).

(Yes, that is what it means!)
-Chager
Hey guys,

Just a quick update but we believe we've found the issue and are working to resolve. No ETA yet but we are getting close.

Thanks,
-Chager
Hey Mr.Lee

Closing this down so we can keep the updates in this one thread:

http://tera-forums.enmasse.com/forums/blightwood/topics/We-Are-Working-On-Blightwood

But we are close!

-Chager
Hey folks,

We are getting close and have isolated the problem. No ETA yet but we are getting really close.

I'm going to close this thread so we can keep info flowing via the thread Minea started here:

http://tera-forums.enmasse.com/forums/blightwood/topics/We-Are-Working-On-Blightwood

Thanks!
-Chager
She is kinda like Batman, ready to leap into action day or night and do what she can to save the day.

Now if she'd only tell me where the Batcave REALLY is....

-Chager
Server is back up!

-Chager

Dangit LordHanzo - stealing my thunder!
Edited by: Chager over 2 years ago - Reason: late to the party
We'll be getting an in-game clock with a build in the near future :)

Thanks,
-Chager
You are all a very suave bunch, but for now we're going to stick with the plan and let pre-orders create characters.

That being said I'm on the OBT build now and am really pumped for y'all to play it... and yes that is a blatant tease.

-Chager
I'd suggest anyone that is having problems look through our TERA Answers page and if that doesn't fix your problem contact our Customer Support. They are a wicked smart bunch of folks that can help get you back on track and ready for early character creation and OBT.

-Chager
Everyone's had a moment where they get excited for a code and skim the email without seeing all the info.

Go easy on him all.
^^ What they said.

-Chager
Yar, start patching. It's an update to the latest client and is over 4gb total, so start now to be patched up by Friday 7pm PST!

-Chager
Hey all,

We know there was some client side lag with the event, which we expected but we got some great data that we can use to streamline future events like this. We know it was frustrating for some but thanks for sticking with it and helping us gather this info. The great news is that we've determined that our servers are pretty much bullet-proof.

For today's invasion we're going to tweak some of the spawns so that hopefully performance will improve for everyone and y'all can enjoy the event more without the fps issues. (but we still reserve the right to have a LITTLE fun with the spawns :)

-Chager
So if I were to tell you that the PvE invasions will start at 7pm PST and the PvP invasions will start around 8pm PST that would totally ruin the illusion of an actual attacking force so I'm not going to do that.

-Chager
Hey guys,

We're looking into the email backup issues and should have a fix pretty soon here. I'll reply back when we've got 'er working properly.

Thanks,
-Chager
Oh come on, who does't like mysterious islands and hidden treasure? You all know you want these things lol.

-Chager
We had a slight delay in our system emails being sent out but it's been addressed and folks should start to see all AMS and account armor emails being sent as we speak.. err type.

Thanks,
-Chager
Hey guys,

Update on this situation. We had a delay with our account mail service. The issue has been fixed and we're seeing the queued up emails being sent out, and new requests are also being processed in real time as well.

If you don't see emails you need from our account system in the next 10ish minutes (account armor, activation emails, etc.) please contact our customer support and they can get y'all hooked up and ready to go.

Thanks!
-Chager
Hey Scuba,

If you're using CBT4 and CBT5 only keys then they don't renew existing TERA accounts, they add new ones, so your characters won't be there. The only way to continue playing existing characters is to upgrade a CBT key to a pre-order key.

Hope that helps!
-Chager
Toggle is a great idea, and it's one we're currently working on with the development team.

For CBT4 we've also adjusted the censored word list to be more liberal in what it allows, but it will still restrict words that have no other meaning than to harass other players (against our rules).

Overall we are still fine-tuning what is filtered and what isn't, and we're still adjusting our Net Moderator rules for advanced filtering and monitoring, so continue to hang in there with us and keep giving us feedback on your experiences.

Thanks,
-Chager
We've been working hard on bringing TERA to North America, and have also had a hand in shaping TERA specifically with our gamers in mind. This past GDC we spoke with media about what we've been working on specifically for North America, but I wanted to talk about a few changes that we’ve made:

• Removed private stores – we removed private stores from TERA so we could make the broker system the central hub of the player economy. We’ve increased the limit of items that can be sold from 8 to 50 and think this will help players to go to one place to find whatever they need

• Implemented Bind on Pickup (BoP) items – For some items, we’ve implemented a BoP system which lets us give better equipment to players without having to worry as much about RMT farming items.

• Removed Boxes of Mischief – I personally have a negative winning streak with these, and overall we felt that it was a chance based system that frustrated more players than it benefited. We removed them and used the space in the loot drop tables to chances for other cool things to drop

There are a lot more changes and enhancements that we’ve been working on, and as we get closer to our OBT and Launch we’ll keep sharing what we’re doing so y’all know what to expect and give us feedback.

Thanks!
-Chager
Edited by: Chager over 2 years ago
I wanted to clarify a bit for the BoP weapons:

The highest end gear for instances will be BoE. These are the rare drops that players will be able to get from boss mobs. The next tier of gear below that will have BoP (this is gear with a higher drop rate).

The overall idea behind BoP and BoE is to have an open economy that allows players to buy and sell gear without risking have a lot of inflation (limiting some items). As with all of our features we'll be monitoring this closely and have the ability to adjust this as needed.

Hope this helps clarify,

-Chager
Edited by: Scapes over 2 years ago
I'll give y'all a hint... it's more than 1 ;)

-Chager
We removed those servers from the server list so we could continue to work on them without teasing ya'll about their status.

Your characters are still there so no worries.

-Chager
It's because we only want people to post funny cat pictures in the RIGHT thread :) Spreading them around in 10 different threads just means more work to see them all.

-Chager
Okay, the teddy bear with teeth is just creepy ...
We've gotten a lot of feedback on this and we are def. looking into it. The main reason we decided to keep it off was because currently it's not consensual on PvP servers, meaning you can declare war on any other guild at any time.

To bring this to PvE servers we think there needs to be either a flag or it needs to be mutually accepted by both guilds before a GvG battle starts.

That being said, keep the ideas coming and know that we are looking into it!

Thanks,
-Chager
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