TERA Online dev tracker
SingleBear (Sr. QA Lead)
Ultemecia wrote: »
Well I'm gonna save you a bit from the technical questions. Did you aspire to be where you are or did you see yourself going in a different direction and if so where would you have ended up?

I went in all directions.

I grew up in a family owned construction business in Midland Texas. I never once wanted to make that my life. The work was mind numbering and the weather was way too hot.

I got a BA in English at UTA, but that was less about career goals and more about loving what a great author can do with their characters. I am still amazed by great story telling, but never found that talent in myself.

Spent some time managing a restaurant in Austin Texas after college. Mostly there just to keep the partying going with my friends. But it was in Austin that I first considered a career in this industry. A buddy that worked at NCSoft set me up with an interview. I blew it. Worst interview of my life.

At some point after that I thought Psychology sounded fun so I went back to college. I ended up studying at UNT and working on two amazing research teams; Family Attachment using Mary Ainsworth's Strange Situation and a team that was looking for ways of applying Feffer's Decentering.

And then my buddy came calling again. This time it was the opportunity here at EME. I was having so much fun at UNT, but I was still sacrificing study/research time to raid in WoW. At the time the choice was easy.

So as you can see my aspirations are really just to chase what seems the most fun at the time.
Hello, Bear.
With the Ninja patch "Secrets and Shadows" coming out on the 17th, what will come of current Crusade for PvE? If we anticpipated it correctly, that patch would be removing brhm, schm, fihm, and ds2. [Bythmisral rise, Sky Cruiser, Forsaken Island Hard, and Dreadspire 2] completely to make room for the new dungeons [correct me if i'm wrong or missed one or two]. How wil lthis affect the current crusade? Will you keep the dungeons in until the May 23rd.

What will come of it all? It's a very tricky situation if players are trying to keep their #1 spot.

Thanks tons.

We are aware of the issue and are working toward the best resolution we can, but no final plan yet. Sorry, I can't say more right now.

This is one of the harder elements of the build process. A lot of things change from build to build, but all the different regional builds deploy at different times. Trying to manage this process is very difficult for Bluehole and as a result, we here at EME find ourselves scrambling a bit to make things work out the best they can. Sometimes there are simple solutions. Sometimes we think we have a simple solution, but we create a bigger issue. And sometimes we have to go with the best bad solution available.
Aetona wrote: »

Ultemecia wrote: »
SingleBear wrote: »
I see you mentioned 37 and 42, But what those that means ? the Build Version ?

Yes. So we are currently live with 39.07.07.EN4. 39.07.07 is the game version and EN4 is the localization version. The dev is responsible for versioning the game and EME versions the localization since we are in full control of that file. You can find your client version by looking at the end of the copyright line at the bottom of the server select screen.

So what does the 07.07 stand for? When you mentioned "versions" you only specified the first of the three section version number.

Should just be sub-builds. Like they got 39, then made some changes, so it became 39.0.1. etc etc

Nailed it.
kedros wrote: »
so then... is there a date when the release date will be revealed :3

msoltyspl wrote: »
Bug reports forum section ? Or is support the only way now to beg you [to ping BHS] to fix months - years old bugs ?

Spacecats is going to add a Bug thread once the old forums are disabled. It is QA's goal to have a presence in that thread once it is live on these forums.
Zoknahal wrote: »
Hey SingleBear!

I wanna ask what is the aprox time you and your team is able to work on quick fixes that need to be addressed in game in timely manner. Some bugs or other stuff your team works on sometimes take a very long amount of time for us players to see em fixed, which is annoying most of the time if the bug or whatever is constant.

And also, You mentioned Tool! Favorite song of Tool? I like "46&2" and "The Pot"

For hotfixes, we are pretty quick. It takes Operations a couple hours to create the build from the files Bluehole sends. We then patch our QA environment and test which generally is just sanity testing and spot checking the fix since Bluehole has already tested it. Testing takes about 1-3 hours depending on the system. Then we push the build to our staging environment and make sure we have all the pieces in place for our next deploy window.

But that's not the question you asked. Some things we can fix without Bluehole. These are generally just datasheet edits or localization. Sometimes we need something in the game code changed and that does require Bluehole. They can generally get us a build in a day or two when the issue is considered a critical blocker. A critical blocker is something that prevents gameplay. For example, if the server crashes every time someone takes a flight from Velika to Cresentia.

Then there are the bugs that you are talking about that don't get fixed quickly. There are too many unique reasons for this so I can't give you a simple answer.

One of the biggest is probably because the bug is already fixed in an upcoming version of the game. The dev will often de-prioritize these bugs and focus on bugs in the build they are working on internally. This is a mult-region game and the version you see in NA is not the latest version the Dev is working on. Going back to make a hotfix for an older build for something that doesn't exist in their current build has to have a good reason behind it.

And sometimes the cause is hard to figure out or has a large effect to other systems. We may need to run a script to fix issues caused by the broken game system. It can get very complicated very quick.

Favorite Tool song is hard to narrow down. It changes. Which is why they are my favorite band. Different songs will fit different moods or situations, but there is always one that fits. For work, I often need to go to The Patient.
Espena wrote: »
Nice to see someone who actually is more technical.

Q: is there any bug tracker, for game developers (bhs)?
Q: is BHS fixing every bug did you report them, or there are some issues that bhs wont fix?
Q: what do you think could help the most with the optimization of the game?

What did you said about alliances and other stuff is what i like and dislike at same time. Cause of how some players could exploit it and basically broke. But the idea behind this is great!

Geletron read your post and gave me a dirty look.

A: Yes. EME has a bug tracker and Bluehole has a different bug tracker. Neither have access to the others main database of bugs. Bluehole created a project in their tracker just for us so that we can clone bugs from our tracker into theirs.
A: EME sets a priority and severity for every issue we send Bluehole, but as the Dev they have their own priorities. So no, they don't fix every bug we send. Generally EME QA will request EME PD escalate bugs we believe are important, which basically means we want PD to email Bluehole and request a fix asap. So it all depends on the bug; there is no simple answer to this question.
A: This is out of my realm of expertise. I think Treeshark or Geletron would be the appropriate audience since optimization is mostly in the code and server design.
TownA wrote: »
Hello, Singlebear! My question is: After each patch, are there any adjustments to the game that are not shown on patch notes? For example, certain item drop rate is changed after patch, but patch notes says nothing about it.

I am very disappointed in our quality of patch notes and I believe the blame falls directly on me. One of the members of my team is bilingual (Korean/English) and has the impossible task of turning all the Korean build documentation into a comprehensible testing doc. There is no way he can translate all the documentation in the time he has so he needs to find all the important stuff and toss it onto a document that gets shared out to our team. it is also not something we can easily outsource to a translation team. The documentation is heavy with TERA terminology/names and most of the work is in organizing the content into a testing doc. This testing doc is then used to make our patch notes.

The reason you don't see all the changes is because we are scrambling to get it all figured out ourselves. Hitting the main points is doable and I feel we are doing it. Getting all the granular stuff in the patch notes as well is not doable, I know a lot of the granular stuff is just as important, but it falls outside our capabilities.

I constantly bring the QA buildnote process up as my greatest failure at EME. But it is also one I would do again. It has provided us with much more information than we ever had, but it is just simply too much. I need to figure out a better process and I am working toward that goal. Hopefully before my team-member burns out.
JasonLucas wrote: »
My question is: Since TERA NA launch until now, what was the game change that you didn't like, and what was the one that you liked?

Oh, if possible can you poke Denom about these cat hats changes? It's been a while since he talked about this and I guess we still didn't get these changes, would be great if they can come with next build.

The Denominator has been poked.

The current state of the Alliance system is the one I don't like the most. I think this could be so much more than it currently is. It's too exclusive and its impact is too limited. I talked about this earlier, but I really want content that forces players to take responsibility for the state of the game. Content that requires guilds to work together to manage areas of the game world.

The one I like the most remains the action combat. I was a hardcore wow raider before TERA. My 6 weeks as a playtester 5 years ago changed the way I felt about wow. TERA blew my mind. I have a hard time playing MMOs that still use tab target.
So, I am curious if by what was said on the Twitch stream the other day about everything needing to go past QA. Does that mean news posts also go through you? If so, why are the posted dates wrong on some of them? Ninja Loading Screen Contest was not posted on May 6th, but rather it appeared on May 9th, and thus should be labeled as such.

We do have some cowboys in the office that will publish stuff without a QA pass. Sometimes it's laziness and sometimes it's due to timing.

One of the aspects of EME I really love is we are all given a lot of responsibility. I don't work thru a middleman. The other two guys I manage on the QA team are fully responsible for tasking themselves. We hardly micromanage here; it's not part of our culture.

BUT, it also leads to people publishing stuff without following a QA process. It's something we have recently realized has to improve and we are actively working toward improvements.
Hello! I have a question in regards to Rootstock and the Sun Festival to come in the near future! In the last stream, Attack on Ascension Valley.
I'm not looking for a date, but it would be great to hear about any updates to the "new" Rootstock!
Thanks tons!

I would, but I honestly haven't looked at it yet. It is disabled in our test environment and I probably won't dig into it for a couple more weeks.
Blueflam3s wrote: »
Hi, Singlebear! My question is: What's the story behind your username? When and why did you choose it?

I've heard some good stories from that question so I'm sure yours won't disappoint!

I didn't choose it, you all did. I wish I knew where the picture was, but hopefully one of you can find it and post it. We were doing an EME vs players Fraywind Canyon promo and we shard a pic to twitter I believe were I was wearing a green shirt that had "Single" and "Taken" on it with check boxes. Single was checked. Someone commented something about me looking like a "Single Bear" and that swept thru the office. I've gone by Singlebear ever since.
Cat or Dog Person? (I'm going to ask this every Q&A :D)

Hard one.

I am a stubborn troll so I feel cats fit my personality really well. I've had had a few over the years and have enjoyed their personalities. Also, I've mostly lived in small apartments with no back yard so there is that.

But I also grew up with dogs and there is nothing like rolling around with a slobbery rottweiler. Since I only like big dogs I haven't had one in years because I would have to give it a big yard to play in.

Final answer: Cat. Love their trolly, turn on you in a second attitude.
Aulon wrote: »
Seems to be a push for Nexon to bring changes to TERA, will there be a day where NA is as big of an influence in the game?

I can't answer your question due to my own ignorance of the subject. My day to day is all about grinding away in game and documentation. Treeshark and others on the TERA Production team would be the appropriate audience for your question. Sorry.

I can however tell you a little story about EME's influence.

When I started here at EME I was hired as a playtester. I sat in a room 40 hours a week for 6 weeks and played TERA with 4 other people. BUT, this isn't the TERA you know today and that's in part due to us here at EME. One of the changes is how zones were meant to be played. For example, you will see a lot of the provinces are broken into 3-5 smaller zones that flow together (Arcadia = Fey Forest, Oblivian Wood...). Originally, these smaller zones were divided by party size. There were zones for solo, zones for 2-3 player groups, and one zone would be for 5 player parties. I loved that design, but our group had a hard time sticking together due to it. Our warrior and healer could solo the 5 man content and quickly run thru the 2-3 man stuff while I was on a sorcerer and had a hard time managing my mana thru longer fights. I could easily clear the solo zone, but just lost too much time in the 2-3 man areas. Our tank and healer started out leveling everyone else so they started alts.

We wrote a lot of feedback, when made a lot of excel documents to track a number of variables, and we sent it all back to Bluehole. And then their devs would come to our office and interview our playtest group. Bluehole was and still is very interested in finding ways to make TERA work for an NA audience as much as they want it to work for their Korean audience.
I see you mentioned 37 and 42, But what those that means ? the Build Version ?

Yes. So we are currently live with 39.07.07.EN4. 39.07.07 is the game version and EN4 is the localization version. The dev is responsible for versioning the game and EME versions the localization since we are in full control of that file. You can find your client version by looking at the end of the copyright line at the bottom of the server select screen.
Spacecats is cool with some "Technical TERA-related questions" but please remember this thread is not designed to be a Bug Report thread.
Banim wrote: »
There's a bug in particular with the Trade Broker not showing the Arcannon and Power Fists categories.

This and the issue with broker crystal categories is fixed in 42.

The issue here is a very interesting one...well, to a QA nerd like me it is interesting. Warning, some of you may fall asleep.

As I mentioned earlier, EME creates the file that controls our text localization. The developer Bluehole sends us a tool with every build that lets us accomplish this by turning all of the localization xmls into the DataCenter_Final_USA.dat file you can find in your TERA\Client\S1Game\S1Data folder. This is awesome for us because we can test localized text more often and without going thru the developer.

However, this isn't without risk. The tool is created by Bluehole with datasheets that are not completely localized. EME is very committed to making TERA as enjoyable as possible. That means we make a lot of changes all the way up until the day before the build deploys. Every change we make, also makes the game a little different than it was when the tool was created.

That's what happened with these broker issues as well as with the square text you all saw in 37 when you talked to some NPCs like Jodoc in Crescentia. Our writers checked their files and found nothing wrong. We reported the issue to the developer which turned into a very long email thread that lasted weeks. We couldn't figure it out. Those issues only appeared when we used the tool with our localization files. Bluehole could never reproduce the issue. All we could say was that the issue "resolved itself" in the next build.

longdong wrote: »
There was a really really old bug report on the old forums that had a person talking about the still very prevalent slayer ICB "bug". You replied to this post and said that there was no bug and that the damage increase was consistant. In fact, to this day, it is definitely NOT consistent. And almost every dedicated slayer player knows this. https://tera-forums.enmasse.com/forums/bug-report/topics/Game-Bug-Skill-Overhand-Strike-in-cold-blood-random-bug This was the thread.

Is your position at EME still relevant in answering questions regarding this type of thing? And if so, can you look at this glitch again and clarify if the randomness of the damage increase is intended and inform us about the % chances and details?

I just checked out the original thread and I do remember working it. That bug revealed to us that we had failed to localize the skill and abnormality (read buff). That's the part I best remember.

As far as the skill damage, I know we tested it, but I can't remember the details. EME QA will take another poke at it.

This is one of the areas EME QA is limited. We do not have any tools to help us test these issues or any build documentation to refer to. And it's an area I wish we would learn to work with you all better. You all collectively see more and know more about TERA than we do. It's a weakness I want us to turn into a strength.
Nanahira wrote: »
I saw on twitch,the last stream of Spacecat
Someone from enmasse in the chat saying : " I have an ETA for Ninja Patch " "but not telling"
Why you hide this ETA ..?

I was the one that typed it. QA hires trolls.

I am aware of our deploy dates, but I am not at liberty to say. So if I remember right, someone was asking us if we knew the date. Spacecats and I do so I admitted as much. I could not however actually give the date.
What additions to tera would you like to see added? i.e. optimization, content, etc.

I remember when the Vanarch system hit our QA build. I felt the system was a great idea that didn't get enough time to turn into something great in game. Obviously TERA players didn't like it too much either so Bluehole adapted it into the Exarch, Alliance, and Crusade systems.

I want Bluehole to take another crack at the political systems so that players can have a much bigger impact. It shouldn't just be leaderboards and vanity mounts.

Putting my dev hat on: How cool would it be if player guilds could actually be given responsibility for in game events. And then the in game community had a way of checks and balances to make sure those player guilds were doing their job. So, let's say a guild is in charge of Arcadia, and there are some level 60s ganking people at the Lumbertown bridge. That guild should have to dispatch members to stop the gankers so that players could enjoy the content. I want that. Player driven content that gives players a reason to care about the game world.

And of course we all agree that we would like to see optimization. I bugged Teleport Jaunt in 2011 when I was a QA noob. That bug is still there. We haven't figured out how to automagically compensate for player latency and make that skill 100% stable. We're working on it.
Notises wrote: »
My question is about time allocation. Do you play on the public servers as well as the test servers to see if the changes produce unforeseen effects? If so, are you incognito?

I do have characters on the public servers (zerker main) and some of them are in the EME guild. Though it seems like a lot of you aren't aware EME has a guild since I get accused of impersonating EME staff when I run dungeons.

But, most of my time is spent in our QA servers. One of the advantages we have over other regions is we can locally generate our localization files and drop them into our build. We are constantly bugging the game and all those bugs need regressed. And then there is PD coming up with new ideas or community asking QA to check some spawnable mobs, or CS telling us about a player reported exploit, yada yada yada (more excuses not to be on live).
Ultemecia wrote: »
Well my question is one that you'll probably see a bit over the life of this thread. As you're aware many many recent patches came to us live with game breaking bugs. What is your response to that and what have you implemented to prevent these large issues from continuing to occur.

(ps. I get yall will get bugs, [filtered] happens. I still love the game, bugs and all :chuffed: )

I have to disappoint you with my first answer.

As a publisher, the EME QA team does not focus on testing builds for the same purpose Bluehole does as the developer. Here is a breakdown of the things EME QA focuses on.
1. Verify the build Bluehole sends will patch appropriately from our currently live build and a handful of outdated client versions.
2. Verify EME Writer localization is appropriate for the new content.
3. Verifying EME Production designed events and changes work the way EME Production expects.
4. Translate and verify Bluehole build documentation for patch note creation.

EME QA relies on Bluehole to fully test TERA and to make sure the regional build they send EME is stable for deploy. EME QA runs Sanity tests and as I stated in line 4, we verify the build documentation. But we aren't trying to break the game.

Here is an example:
Currently, the live build has The Abscess returned as an event. This is a re-balanced version of the dungeon that is getting re-balanced again for release in 42. EME QA is responsible for making sure the localization is appropriate and that players can enter and complete the instance. This was accomplished by one QA team member visually inspecting the content in game with one character using a lot of QA commands.
EME QA did not verify the balance changes or attempt to exploit/break the encounters. I did check to see if Bluehole fixed the mini boss encounter exploit to despawn the adds (I am sure many of you know it), but that was just so I could update the bug.

The time our QA team has with a build is not enough to validate build mechanics. I wish it was, but our priorities as a publishes have to be different and we have to expect the developer to send us stable builds.

All that being said, when we happen upon major issues we quickly report them to the developer and notify our PD staff so that we can work with Bluehole to get a resolution before deploy.
On it. Found all instances of "Guild master" and sent a bug to our writers. Their changes will be included in build 42.
We are incorporating a lot of fixes from the bugs you all are reporting here into our localization for our next major patch. However, some items are not simply localization we can fix at EME. A good example is seen in StarSprites post about Slowing Painblast. The effect is listed as a 100% chance, but as you can see from the chat log, it certainly isn't as simple as that. In our xmls, that is a variable.

"Slowing Painblast" tooltip="$prob chance to decrease opponent's Movement Speed by 50% for 7 seconds." skillName="Painblast"

So some of these things are going to be fixed and that makes me happy. But, some of these things will have to be sent to Bluehole for review.

StarSprite on 04/22/2016, 05:33 PM - view
The painblast glyph for the slow should be reworded, I think. It says it's 100% chance to slow but it actually seems like it can be easily resisted. Either my rng is really good or it's actually a low chance.

I just entered a bug for this. Thanks for bringing it to our attention. I looked for all the instances of the old Nostrums being given out, but that was all datasheet searching. I should have looked into the parcel messages too. My bad.

StarSprite on 04/21/2016, 05:33 PM - view
Not related to class skills but something I noticed while leveling.

When you do your first run of Cultists' Refuge the green fairy thing gives you nostrums. This was never updated when we switch from the two different nostrums to the Battle Nostrum. For at least healing classes it still says to use rangers nostrums. It's not a big deal but might be confusing to newer players.

The actual mail sent needs to be updated too.

On it.
Customer Support can remove the quest.

We are communicating with the developer to resolve this and other quest related issues.

First the obvious troubleshooting disclaimer:
UI issues occasionally pop up after game updates. The developer recommends players experiencing issues with their UI use the "Reset UI Position" and "Reset UI scale" buttons in Options > UI Settings.

More specifically to your issue, the only way we can reproduce what you are seeing is when we spread our skills out to other Skill Shortcut Trays and flip between them during combat.

1. Place a set of skills on Tray 1 and another on Tray 2
Tray 1
Tray 2

2. Use the skills on Tray 1 so that they appear on your cooldown bar
3. Switch to Tray 2 and use those skills
4. Now switch between both trays and note the cooldown bar reorganizes and may create skill gaps
Skill Gap

We communicated this issue to the developer Bluehole long before this post. They told us the cooldown bar was only designed to updated off the currently displayed Shortcut Tray. Skills placed on a Tray not displaying or on the extended tray are not tracked.

The dev has not communicated to us any plans to rework this functionality.
Edited by: SingleBear 1 minute ago
I'll look into it.
I would try running the TERA launcher's repair tool. This issue sounds like you have some corrupted files.

You will need to contact Customer Support and have them relocate your character.

We have provided the developer of TERA, Bluehole Inc, with all the details we have.
Glad the issue resolved itself.

We occasionally get reports of this issue and in most cases it is due to a player being in a party that completes this quest, but their character wasn't in the instance. Since you are in the party, you are saved to the same instance ID. Meaning, you will enter the instance in a cleared state since your friends already killed everything.
Could you proved a screenshot. I am not seeing this behavior in our test environment.
We are aware of the issue and have forwarded it to the developer.

TY for the screenshot. You are now one of my favorites.
We are aware of this issue and have communicated it to the developer. They have placed it at low priority.
I will look into it. Thanks for letting us know.
Unfortunately you must contact Customer Support so that they can check the abnormalities on your character.
This is not normal behavior and is not being experienced in our test environments.
Can't fix what we don't see broken...

If you could reply with detailed steps leading up to your skill chains resetting that would be super helpful.

I am not seeing this issue in our QA environments. Please post a screenshot or video so I can submit it to the developer for resolution. Make sure to keep your UI up so we can see the NPC location on your overlay map.
If you have the Daily Quests or Zone Quests for these BGs showing in your Quest Log (L) and those quests show you will receive the box you are referring to, then you will receive them upon turning the quests in to the appropriate NPC listed in the quest. This is tested and confirmed by QA.

If you are referring to the Vanguard Request (H) daily version of the BG quests, please note they do not list a box reward in their rewards. You will only receive the appropriate rewards for completing the Vanguard Request version of these quests as shown in the reward section of the Vanguard Request UI.

If you believe the quest you are completing is indeed intended to deliver a box reward please post a screenshot of the quest you are completing with it's reward section visible so I can correctly reproduce your issue.
We are aware of the issue and have bugged it for the developer. Thanks for the submission.
Next time someone experiences this issue please message me directly on these forums with all the text you are currently using in the text fields so I can reproduce.
Basically what Counterpoint says:

counterpoint on 08/03/2015, 09:55 PM - view
It's just how the UI works, and it is annoying. There's a sort of "distance mode" and a "close-up mode", and the transition between the two isn't seamless. So as you're approaching a target, you will often see the "distance" label, then it'll disappear, and re-appear as the "close-up" label once you're closer. There's no known fix -- even reinstalling, or drivers, or UI reset, or whatever. Everyone I've seen streaming TERA has the same issue. As far as I can tell, it's the game coding.

Bluehole has continued to work in optimizations to help players that experience lag due to other nearby objects/players. One method is to limit the amount of things loaded at one time. So the game is doing what Counterpoint refers to; when you get close to an object, the game decides if it should be loaded or not. This should be seamless and as mentioned, for some it is. But not for all.

I will grab the video submitted by Tsukasakun and send to Bluehole.
This will be fixed in the next scheduled maintenance (8/11). My bad.
I am unable to repro this issue in our QA environment.

Here is what I see when I drag 3837 Tier 2 Feedstock into the Listing window:

Here is what I see when I shift-click it to specify the amount:

It has to be what Counterpoint is pointing out. "That total price is as if you had entered 00,09,08 instead of 00,09,88." Though I have no idea why the game decided not to recognize both 8s.
I will escalate the issue.
You can't "accidentally" throw it away. It tells you it is a quest item and tells you that you are about to break the quest. You can't call it a bug if it told you not to do something. I will pull this bear mount over, take your weapons away, and make y'all take a time out.

Yo, no arguing. Discussion good, arguing bad.
We've received a similar report, but I am having trouble reproing either.

Please, if you don't mind, give me a step by step guide on your experience. Be very detailed. And please PM directly.
Describe to me:
1. your class/race/gender
2. the exact names of your gear and crystals
3. which outfit slots have which gear/crystal combination
4. the exact order
5. which inventory slots the crystals return to before deleted
6. what event, if any, appears to trigger the crystal deletion (loading screen, instance matching, logging)
We reported these issues in early 2012 to the developer.

Cooldowns fail to track appropriately on cooldown bar when:
1. a skill is placed on the shortcut tray more than once
2. skills are placed on shortcut trays 2 - 10
3. skills are placed on the extra shortcut tray

BHS closed the bug without a fix. At this time we are not aware of any future fix for this issue.

We sent a bug for this issue to the developer in early 2012. They closed the issue without a fix and informed us to have the affected user re-keybind hiding the UI to something other than Ctrl-Z.

Sorry. I realize this doesn't fix your problem.
Emergency Support is given to the player upon completing Pulling Back the Veil. If you have completed Pulling Back the Veil, but you did not receive Emergency Support, you will need to contact our Customer Service team.
Revelation of the Goddess has no pre-requisite quests and is automatically awarded by the system when the character reaches level 28.

Sorry you are experiencing an issue with this. It will require a CS agent to help you.
Revelation of the Goddess has no pre-requisite quests and is automatically awarded by the system when the character reaches level 28.

Sorry you are experiencing an issue with this. It will require a CS agent to help you.
Would you mind breaking your experience down into steps? I would like to know exactly how you performed all the actions that lead to this issue. Please be detailed.
We will check these locations out on our test server. Thanks for bringing them to our attention.

And just in case...run a repair on your client. This can be caused by a corrupt or modded file.
No this is not a hack.

If a player queues for a dungeon, but then gains a couple levels that effectively raises their level beyond the level range of the dungeon, the system does not automatically remove them from the dungeon queue.

I was not aware that players would receive Time Traveler gear if they out leveled the Instance after they queued for it. I will report this to the developer.
We have no other reports of this happening. Guess your friend was smiled upon by the TERA gods.

Or he is trolling you.

Oh wow.

Got it bugged and headed to the developer. Thanks for bringing it to our attention.
Did today's maintenance clear your issue? Or are you still experiencing it?
Yes, this is an old issue.

First reported to QA Jun 2012. We could only repro in our QA environment when simulating latency.

I hate how often we give this answer out, but it appears to be lag. We are working with the developer to resolve all report latency issues.
Hey now, I read your post. It was very informative. I even tested the issue while looking at your screenshots. In fact, I showed them to the QA guy next to me who also commented on your nice use of highlights.

You may not get a comment from an EME employee when posting to the BUG thread. Mostly, these posts are consolidated for review. When I have time I like to jump in and toss a comment back so that you know we are alive and working our [filtered] off to get these issues resolved.

When looking at this specific issue I was reviewing three different threads, yours included. I just rando decided to post here. So please remember, SingleBear loves you all equally.
Have you noticed any consistency with this issue? Does it tend to fail for you no matter when and where or do you notice more failure in dungeons and BGs?
Please contact one of our support agents or submit a ticket. We will need to get a debug file from you to help further the investigation into this issue.
We are aware of this issue and have already communicated it to the developer. No eta on a resolution.
In testing, the thralls have no issue attacking Corsairs' siege vehicles.

The thrall not doing damage to the Anchorstone is bugged.
Sorry for all the gunner turret OPness. The developer is working on balance and bugs. I will look into the mystic thrall issue.
The developer is only using Freeholds as an event zone. We currently have a bug in for one remaining zone quest in the area. Not sure if they ever intend to work quests beyond rootstock back into the zone.
I do not have specific documentation from the developer concerning this mechanic so I cannot offer an answer at this time.

When y'all point out text issues we can get our writers to fix them by the next maintenance. Those I will always try to respond to when I see them. I can find the issue in our files and I know exactly what the problem is.

But issues like this do not have a quick turnaround. Due to the time it takes to get this issue verified and fixed by the developer, we do not generally communicate the progress of the issue in the forums We would probably be responding to a post that is a week old or older.

I just want you to understand, we pass along all issues we find here in the forums to the developer. But we cannot guarantee a response concerning the progress of the issue.
Kill them Livindilla. Kill them all.
The gunner has a very aggressive set of hard coded chains. Some skills have more than one possible chain and will operate with a priority list.

Skill A is hard coded to chain to skill B, C, and D.
If skill B is not on cooldown, skill A will chain to it.
But if skill B is on cooldown, skill A will chain to skill C.
If skill B and C are on cooldown, skill A will chain to skill D.
If skill A also allows a user defined chain, you need skill B, C, and D to be on cooldown for your chain to pop up.

I really wish we could have got you guys a nice document to explain it all but the time was just not there.

Edited by: SingleBear 2 minutes ago
I can't say I understand why there are "invisible" hardcoded chains along side a system that allows user designed skill chains.

With the reaper we noticed BHS was taking a very aggressive approach with hard coded chains. It's their design decision.

If you guys aren't happy about the design please be vocal (constructively) about it. Let us here your thoughts. We can then consolidate your concerns and ideas and present them to the developer.

BUT, don't do it here in this thread. This is a bug forum and not for design discussion. Go start a new thread in the general forums and ask for Treeshark to stop by for a discussion.
I will go run around the area and see if I can repro the missing geometry.
Shot in the dark here, but...Occasionally you can get an error about insufficient memory from having a corrupt file.

You should always first try the client repair tool at the bottom of the TERA Launcher.

Next, go into your TERA root folder and delete your EN.version and relaunch the game. More often than not, if it is a corrupt file, it is the dat. Deleting this file forces the EN dat to patch.

Please try running a repair on your client from the TERA launcher.

Tools > Repair game install
Blast from the past was removed a build or two ago. As such, those box rewards were not updated when the gunner came out. We have no plans at this time to refresh the loot rewards in those boxes to accommodate a class that never participated in that content.
Edited by: SingleBear less than a minute ago
Screenshot please. We aren't experiencing anything odd in our QA environment.
1) Those tooltips will be removed next maintenance. Thanks for bring it to our attention.

2) Not sure. I'll see if I can verify that functionality with the developer.
Here is a story about how we localized this tooltip.

The original Korean text is this:
마력 에너지를 극으로 끌어 모아 적들을 섬멸시킬 수 있는 강력한 섬광을 발사합니다. 이 섬광은 최대 약 30m까지 발사됩니다. 이 공격은 일부 특수 몬스터를 제외한 대상에게 100% 확률로 치명상을 유발합니다. 섬멸의 빛 시전 중에는 적에게 아무런 피해도 입지 않습니다.

My BFF (our main QA guy on TERA that is also bilingual) translated it to this:
"This attack has 100% chance to crit, except for some special monsters."

I then jumped in and said, "No no no. We can't say special mobs. That doesn't mean anything. It would just cause player contacts. Figure out something better"

And here is where I dropped the ball. I should have made sure we localized this skill tooltip better.

So, I just asked my favorite author, who happens to be one of our writers on TERA to give this skill tooltip some clarification.

Here is what it will look like after our next maintenance:
"Deal damage to all enemies in front of you, up to 30m, with a very high chance to crit. You are invulnerable while using this skill."
I'm aware of the typo in the header post. Left it there to make fun of the person that wrote it,

One of these days I need to update it, but I would rather test all the stuff we haven't told y'all about yet.
Yeah huh!

There does not appear to be a Arms of the Avatar quest for the gunner class. I will bug and send it to the developer. Thanks for bringing it to our attention.
By Design.

Here is a history lesson in case you are interested.

Back in my day, you could not discard any quest items. The reasoning was to make sure players never found themselves experiencing your current issue. HOWEVER, players would frequently skip around while questing (never could comprehend how someone wasn't compelled to 100% their quests) and find themselves at max level with dozens of quest items from quests they never completed. Guess what happened next. Players would contact us saying they have a quest item they want removed from their inventory.

So our Customer Service team starting making a list of all the items they had to remove from players inventories each week. And they would send this list to the EME TERA producer each week and say that players needed to be able to discard them. This is often referred to as a quality of life issue.

So we talked about it. How could we make this experience better for the player? We decided it was the better of two evils to allow players to discard their quest items as long as there was a confirmation pop up telling the player it was a quest item and that discarding it would block further quest progression.

That change has drastically reduced the number of related contacts. Yes, occasionally there are players that end up in your situation. That's why I said we chose the "better of two evils."
We are aware of the issue and have submitted it to the developer. Thanks for posting.
explodingtofu on 05/19/2015, 03:14 AM - view
Lately a lot of people have been having an issue in which Ghillieglade incorrectly displays Banyaka's HP instead of the crystal's HP from the very start.

AH! This issue was reported to our CS team yesterday and I didn't grasp the issue. Looking into it.
Yes, BGs will auto pull you in. They operate on a fixed match start timer so you can't just click "Enter Later" and jump in 5 minutes into the match.

We are aware of issues concerning match making in BGs and have sent them to the developer. I will make sure your experience is added to our report.
We have been trying to track down this bug for a while now. For that I apologize. I wish I could tell you we have a resolution for it, but it looks like there are a number of causes. Please list anything you think is associated with the issue and I will add it to the list of possible causes.

The reason you see controller associated with the bug is more about drivers than the hardware. I am a Razer fanboy and I often run into issues due to the Razer synapse software adding my Orbweaver and Tartus as a HID "controller" in device manager.
Bugged. Thanks for the post.
Kureha on 05/20/2015, 05:17 PM - view
In short, spam pressing the SS hotkey during or immediately after GS/DS animation will somehow animation cancel the skill with itself is what I think is happening.

There are some issues related to this that we are pursuing with the developer, but it doesn't look like there is a quick fix. Your assumption could possibly be right. Can't say anymore at this time.

And I am sorry I didn't reply to your post on the 7th. Our community team summarizes issues and provides player feedback to the appropriate teams. You are being heard. I try to jump in to this bug forum when I can to directly communicate with all of you, but I don't always find the time.
IMetherlence on 05/19/2015, 09:38 PM - view
One more thing, perhaps the QA environment may not be exactly the same as the environment that players who experience this bug is in. Why not test it with a latency of above 250ms to give a more accurate result?

The reason for testing in a QA environment is for control. We have tools to help us and we can manipulate ping/packet loss/errors etc.
I am able to complete this achievement in our QA environment.

I will request our writers include dungeon name and location in the Achievement Text.

Please confirm that you are no longer receiving kill credit when killing the Hulking Salcata in the Control Room of Sky Cruiser Endeavor.

Edited by: SingleBear less than a minute ago
Unfortunately, you will need to submit a customer support ticket and ask an agent to remove the quest from your character.

Please toss in a screenshot of where it appears in your UI so we can send it on to the developer for resolution.
I am not aware of a recent patch in NA that removed this functionality. That being said, there are skill updates that sometimes slip by without our knowing due to the complicated process of creating a NA build from a live Korean game that is several versions ahead.

In testing this in our QA environment, the skill Sundering Strike is activating without the charge up when used following Double Shear or Grim Strike as the tooltip suggests.

I do not doubt your observation, but please do link a video in this thread. It does help us, especially when something doesn't repro in our QA environment. We often send player submitted video to the developer as part of our bug communication.

On a side note. There is a localization issue I have been intending on fixing with this tooltip and others like it. We use the word "chained" when I feel we shouldn't. "Chained" should only refer to the user ability of linking two skills together in the UI so that they can be cast using the Chain hotkey. This tooltip and those like it should say something like "activates faster when following".
Edited by: SingleBear 2 minutes ago
Fixed, thanks for pointing it out.
I am able to compete the quest in our test environment.

TERA awards mob kill credit based off majority damage done.

Make sure you are doing at least 51% of the damage on Kugai. If there are a number of players nearby all trying to get credit, start a 5 man party or change channels.
It is a localization issue. The skill works like other evasive roll skills and grants immunity to damage during the animation. We will be removing the text that says it does not grant damage immunity.
Nobody puts Spaghetticatt in the corner!
Oh SNAP! Someone give Gums a hug.

Type /controller in your chat. This should bring up a controller option UI. Third section down is "Set skill direction".

This is happening consistently for you?

I know it's a pain, but have you tried resetting to default UI?

I haven't been able to reproduce this in a QA environment.
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