TERA Online forum archive
Posts by counterpoint
You mentioned that you tried disabling controller detection, but have you disconnected the controller entirely? In my experience, even having it connected at all to the PC will cause this problem, and as soon as you disconnect the USB it instantly fixes itself. USB controllers are the only thing I know for sure can cause this problem, although I suppose there might be something else.
New character slots are typically released whenever there's a new class or a class is released for a new race/gender... but yeah, as this is an old thread, going to lock it.
A bit off topic, but still relevant to the question "wtf does bhs/krafton expect us to do".

If I reverse interpret by their actions, I would guess two things:

1) Increase playtime. As much as people complain about the endless grind, there's a hardcore group who does it anyway because they're addicted to this game and want to keep up with their hardcore peers. Their data must suggest that no matter how long of a grind they put in front of this group of hardcore players, they'll still tackle it (and if there's not enough of a grind, they'll play less).

2) Increase revenue. Putting a giant progression wall in front of players, but dangling a way to ease that grind by spending money on the cash shop (hello gem/talent crates), is a "good" (if, IMO, ethically questionable) way of making money. It's the classic F2P mobile game model. Their argument is that it is possible to get there entirely F2P (and people here have proven that it's possible), but they've just made it really burdensome.

They basically sacrificed the "alt-a-holic" audience in shifting to this approach (and as an alt-a-holic myself, it negatively impacted me a lot). But clearly somebody high up in the company thinks that they see better metrics by pushing people more towards focusing on their mains, not alts.

The other problem with both of those two points is that they keep losing people with each iteration, and this "tightening the noose" makes things worse and makes people less likely to come back. But, hey, it's their game...
Vy1Vivi wrote: »
What I don't understand is why they would even care about the inflation considering how expensive it is to enchant gear in this game and that the game itself is steadily declining. Are you saying they don't want players to have tons of money?

I think you're getting a bit hung up on the economic mechanics of the gear system that Kamizuma is talking about, but it's not really related to the point you're actually making. The point you're really making is basically: BHS has made it so hard to gear their characters (not to mention their alts) that it's discouraging people from playing the game. I think almost everyone agrees with that.

All the various systems they've put in place are a factor, but they're just symptoms of the design intent. The design intent from BHS is that BiS gear by a brutal RNG-laden grind that only a small fraction can ever realistically achieve. So as long as that's the point from them, they'll just keep doing whatever it takes to accomplish that end-result. And so long as EME has decided that it's BHS's job to decide how grindy the game should be, there'll be no solution anyway. Whether you increase gold earned or decrease gold earned is only relevant if you assume the rest of the system is going to otherwise stay exactly the same (and not be changed to restore the design intent), and isolate the problem from all other issues and consequences. And that's not really solving the problem, it's just putting a temporary bandaid on it.

The point that Kamizuma is making is that the reason they are setting recent gold costs are so high in the first place is because of the increased reliance on gems that have a huge sale value, and so injects new gold into the economy (and causes inflation). So if you want to fix the system (at the systems level), you have to control inflation. Once you stabilize inflation, prices can be more reasonable without constantly increasing exponentially. But that doesn't mean "let's cut off people's gold supply while keeping the enchanting costs the same so that the poor suffer even more" as you've basically interpreted it. In a properly-balanced economy, there's a natural progression so that the path is clear and achievable (whether it's grindy or not), and there's a reason for gold to keep flowing in the economy through trade.

I personally feel the flaw in the whole thing is seeing gear as "the prize" rather than a means to an end. But they must truly believe that once people stop gearing they'll stop playing, rather than the prevailing view here that gearing is what allows you to start playing (and to start playing alts). The mindset gap is so incredibly different than I'm not sure there is any solution unless/until EME decides to diverge from BHS's plans... and I see no signs of them wanting to or being able to do this.


Gatokatzen wrote: »
People can be angry defending these events, but they forgot space cat, created a good reputation for Tera events. Cause people watch the event, play and got the item they were looking for.

I'm really not sure that's the issue at all. People remember Spacecats events, and I don't think anyone was defending the event. But doesn't really change that the loot table wasn't provably impacted by the size.
Gatokatzen wrote: »
So as a product if your reputation falls, is game over for new or remaining customers.
One thing's for sure. If the game fails, it won't be because not enough players complained and provided their opinions on what to do.
Gatokatzen wrote: »
Thats the point of screenshoots, the guy says one person from Tera suppport Tell him all Caimans gift the same prizes. Size doesnt matter. Thats fake publicity if he has that support answer in an screenshoot. I prove him was totally fake.
Even big ones gift nothing.

I'm confused -- because it's RNG, what do your anecdotal experiences prove either way? Even opening 1000 little ones, you might still have not ended up with a big prize, and then opening a single big one, you might get a big prize, but it doesn't really prove anything about the loot table. That's the problem with unbound RNG and secret odds (you don't know if the chance is 1%; it might be 0.1% or even 0.01%). Other people could easily have gotten a big prize from a little Caiman on their first try too.

Incidentally, on an unrelated note, don't forget you can combine the 7-day items to extend the duration.

(Edit: Missed the second page at first so this was already addressed, but oh well.)
Bastolve wrote: »
metagame wrote: »
the event lasts til march 26th, the day the current seasons end and we get the lvl 70 patch

I genuinely hope that is true. It doesn't say anything about an ending date on the page and the page mentioned that event with the "11-18" date in the title so I was expecting it to be a short one, like the valentine's one.

tera.enmasse.com/news/posts/this-week-in-tera-pc-feb-11-18

I think it's just because it's a "this week in" post, so it shows the week, but in this case it was just talking about an event that starts this week. For shorter events, they have the end date also called out. But, it is probably a good idea for everything mentioned in the "this week" post to clarify the end date, even if it's something like "for the indefinitely future" or something. In this case, it looks like the in-game calendar does clarify it.
Moroku wrote: »
Also, didn't loot boxes used to be 100-150 EMP across the board? Why the hell would I pay 200 EMP or hell, 495 EMP for more materials when it's the costume I want. That also means if I have 3,000 USD to use just for TERA, I could legit P2W now. Ridiculous. They need to redo their shop ASAP.
Boxes used to be 150 EMP, with one time at 95 EMP (one of the winter outfits). But you're right that more of the newer lootboxes are 195 EMP instead, and a few are 495 EMP. The 495 EMP boxes do have higher odds to get the prize relative to the 150/195 EMP ones, but I don't know if the increase in odds is proportionate (my guess is that it's roughly so). Either way, the problem is still the failure cap, because you could still have bad luck and have to open tons of boxes. The more expensive the box, the more quickly the bill racks up if you keep on failing, which is possible no matter the rate with no cap. (It is, no surprise, like the difference between nickel slots and dollar slots at the casino.)

The increased amount of mats that come from the increased price of the box isn't really what makes it more or less P2W than the old days. Lootboxes always dropped enchanting mats, even 5-6 years ago, and without the failure cap, you could still end up dropping tons of money into lootboxes. That said, a lot of the mats in lootboxes these days are not tradeable, so can't be converted directly into gold; this is also something that went back-and-forth in the old days.

If you want to talk about the appearance of "P2W" on the cash shop now, it's probably less about the fashion/mount-related lootboxes (which honestly haven't changed so very much from the old days on the whole, sadly), and more about the talent and gem crates and the fact that strongbox keys are less accessible in-game.
Moroku wrote: »
You used to get dragon tokens from the box guaranteed so you didn't feel like you wasted your money as much.

I thought that the dragon tokens were in the loot pool rather than being guaranteed, so you had a chance of getting some tokens as one of the possible runner-up prizes. It was still a good thing, though. They also used tokens for the Elleon weapon skins. I was hopeful that it'd be seen as a success, but they didn't really continue those experiments very much after that, sadly. (Instead, they sometimes brought some items out of lootboxes for direct sale for limited time, which was also a good idea.)

Other than that, my perception is that the odds are different depending on the style of box, but I doubt the actual rate changed. I remember cases even 5-6 years ago where I opened 150+ boxes and never got the prize due to bad RNG (both other times got multiple after opening 10). I think the problem has always been the lack of a failure cap. I also think they should post the odds anyway, even aside odds not being a guarantee.
Gatokatzen wrote: »
Cause you can get tons For free.
So why is an issues and the point of this post ehhh.

Honestly, that is the problem with this issue. This whole thing is about just how difficult/time-consuming the gearing process should be in order to encourage more people to want to play and to want to play more. BHS wants BiS gear to be something only achievable by like the 1% of the 1% - to be a crowning achievement after months of blood, sweat, and tears. It is possible to get there without any paying anything, but it's unbelievably onerous and painful. But you relay that to BHS and they're like "yeah, that's exactly what we wanted; working as intended."

What people here want is entirely different model where gear isn't this endless painful ordeal, but a means to an end. That way more people will participate in high-end, competitive PvE content, and will be able to gear more alts. Many people argue this would make the game more enjoyable to play and encourage more playtime. (Personally, I agree.) But this sort of design goal (making BiS gear more accessible) is completely opposed to and incompatible with BHS's design goal (making BiS gear more rare). And, in this case, EME decided that BHS gets to decide.

So all this is why we're at an impasse on this issue. Gear is possible, even as F2P, it just sucks. BHS wants it to suck. EME doesn't want to mess with BHS's decisions. Endless loop... That isn't to say there won't be events here and there, I assume, but the fundamental problem comes down to BHS's design goal and EME's choice to let them choose. The fact that a lot of people in threads like this are the very ones who actually did go through all the work themselves are sort of proving BHS's point unintentionally.
The issue has never been coming up with a variety of different ways this problem can be "solved." The issue is that EME made a strategic decision to not interfere with BHS's intended progression pacing. Basically, unless BHS changes it, or unless BHS tells them to change it, they won't. EME decided that this is BHS's job to manage. Whatever events EME runs are designed to not significantly interfere with the pace of progression as implemented by BHS.

Obviously, the whole point is that players want them to interfere with said pacing, and many many people have suggested/requested/pleaded for this. As of yet, their decision stands. I'm not saying to stop asking, but just saying the issue is not a lack of ideas of what to do.
iLucky wrote: »
I've said this in a few times in the EME discord, but its not possible currently to have these separate stand alone servers on NA. So basically NA wont get classic server (least in any near future).

Only that's kind of a lie isn't it? I am new to Tera but I did my research and saw back before Valk released that NA Did have a stand-alone server. it was a giant event server from what I saw and it looked like it'd be fun but of course, that was when Spacecats was still a GM

Problem is having a different server on a different patch version, which can't currently be handled by the current launcher. Wonderholme server and the past event servers (e.g. PvP event servers) didn't have this issue.

EME has said that the new EME launcher has (or will have) the capability of having test servers on a different patch version, and they are planning to move TERA PC to that new launcher (there's a placeholder in the launcher there now). Once that is done, they seem to believe they will have the technical capability to do this. Whether everyone wants it and how to time it would be the next issue.
SageWindu wrote: »
Meningitis wrote: »
But the main point is that a pet name and cosmetics don't hinder your ability to play the game for free. No one is forcing you to buy that kind of thing. And if you don't like it/don't like that they're charging for it, don't pay. If enough people have an actual issue with it, the game will lose funds and be forced to change or shut down.

You've seen how people act in-game, correct? Remember when we said EME went to far with the gem crates? People still bought scores of them. Same with talent crates. Several people (hell, myself included) accused EME of the old "Create a problem, sell the solution" approach to money-making.

To be fair, I doubt that'll be the case with g**damn pet name vouchers. But... you can never tell with this crowd. We all might be (unpleasantly) surprised...

I will say that, of all the things they could monetize, I would prefer cosmetic things like pet name change vouchers over things like gem/talent crates that have a direct impact on the economy and feel "pay-to-win." That said, taking a feature a way to put a pay gate around it is miserly, and, realistically it's not like it'll be one in the place of the other anyway...
CornishRex wrote: »
Leveling was hard only because everything was new and everyone was new to the game. Honestly I'm so sick of everyone parroting that lmao

Indeed, leveling was never hard, it was just more grindy/time-consuming. The problem was more that people got bored of it than anything else. BAMs were harder, of course, but that's because they were meant to be killed in parties, and back in the early days finding leveling parties was actually possible. As the leveling population thinned out, that's when they switched to avatar weapons and eased the BAMs to make that content solo-accessible.

That being said, also...
kdchan wrote: »
If you want really create a CLASSIC server then you have to fully restore the 2012 launch p2p era, when cap was 58, when leveling was hard and when open world pvp was a thing.

By the time the game actually launched in NA/EU, the level cap was already 60 at that point. (It was only 58 before the launch.) That said, there are aspects of that P2P version that won't work in a F2P environment; for example, the vanarchy system just wouldn't work with everyone being able to create unlimited accounts for free. Given that this is a one-time "nostalgia play" (and not a permanent feature), I think they wanted to make sure raids like Wonderholme were in there, and that wasn't there until late 2013 for us. So, this is more like "the heyday of F2P", which ("true veterans" aside) is probably the period most people see as the peak of TERA.
Probably goes without saying, but the basis for this price in the first place is what subscription MMOs like WoW and FFXIV/FFXI charge per month, and what they used to charge back when TERA was also subscription-based. Here, the game is free, but has this optional subscription with perks (as others explained).

Xbox Live is sort of an odd comparison because, fundamentally, it's just an infrastructure service. They bumped up the perks with Xbox Live (and also Playstation Plus) to add some free content (typically older stuff) to entice people to remain subscribed, but the fundamental infrastructure isn't something you pay for at all on PC. That was really what they were comparing to when they came up with the price for that.
eyuu wrote: »
=^.^= about damn time

I'm guessing this will be the same time-limited operation that J-TERA did for their anniversary. I guess we'll also see if it's something we get in our region as well this time.

Fonzy wrote: »
Solution or something like that would be to get better servers that fit everyone but that's very unlikely to happen so idk what else to do other than give up on this game. Which is a shame because it's a great game that's dying (but who cares right, it's been dying for years...).

The problem, as your opening post implies, is that it's a routing problem, otherwise Savvis vs. Zayo would make no difference. They can have the best servers on the planet, and still get screwed over by routing. It'd be nice if they'd keep trying more options to see if there are any that impact the least people possible, but fundamentally it's a U.S. infrastructure issue, and EME doesn't have the clout of Blizzard (or whoever) to throw their weight around and force companies to fix their congested routes (and can't use the solution companies like Netflix had to do of putting servers right in the ISP datacenters to avoid their bad routing entirely). All this is compounded by the fact that people are playing this game from all over the world. With the infrastructure in the U.S. being as bad at it is, throw in crossing oceans and all bets are off.

Anyway, recently when they did the Savvis experiment, it was because there was a lot of hard data (traceroutes) from lots of North American players that were showing consistent problems (high latency, high packet loss) with specific nodes during prime time. If you have that sort of problem, send your traceroute data to Rox on Discord or post it here. I suspect that's the only thing that will push them to do another experiment.
Zoknahal wrote: »
So, im more concerned about something.

The elite bundle that has everything for 60 dollars, skip the rng is good and all, but, did someone bought it already? I wanna know if the stuff in the bundle CAN OR CANT be traded. It would be a letdown if i cannot trade the stuff in the bundle :(

I haven't bought this particular bundle, but in the past everything's always been tradeable unless otherwise indicated, and can't see why these ones would be untradeable. It's only the ability to purchase the bundle that's limited to Elite.
So... oddly enough, you might just get your wish soon. EME just deployed a new launcher for Closers and Kritika, and they have a slot for adding TERA PC to it soon. And the base color of this new launcher is dark grey/black.
Nyanta1177 wrote: »
Gatokatzen wrote: »
SageWindu wrote: »
Nyanta1177 wrote: »
Gatokatzen wrote: »
Cool xd but lame at the same time, means on April popo brawler , October high elf brawler , December, castanic brawler. No new class this year only unlocking classes.

even kr doesn't have a release date for it, or it even officially stated that its happening, so they may wait and bundle them all in one release

I'd much rather that than the current drip-feed strategy they're currently using, even if it means, say, waiting another full year for my elf/human ninja.

Xd the only reason cause Jinja is top DPS is because is Elin only , lol you can expect, reaper high elf but never ninja, is impossible. Cause is K Tera main money maker

Elin is actually hated there to the point where elin gunner was originally only a temporary thing due to the backlash

It's actually 100% the opposite reason. They originally announced it as a temporary thing to push people to come back to the game to create characters during that time-limited window because they knew that Elins were that popular. They're still by far the most popular race there.
Nyanta1177 wrote: »
Lapomko wrote: »
This is normal for korean mmorpg. I know alot of korean mmorpg that only have like 50-200 players on their single servers while the international version have like full 3-10 servers packed still up. Even the koreans don't play their own grindfest game. Just move on and play some other games.

its cause mmorpg's have all moved to a mobile audience there for the most part

I honestly feel this is a trend not just there either -- I know a lot of people in the West too who used to be really into MMOs who now just play mobile games and pick-up-and-play games. I really wonder what the future of this genre is, to be honest. I guess time will tell.
Wait so did EU remove their Strong consumables with the 79 patch? Cause i'm not seeing it in their patch notes unless I'm blind..

Apparently, per this thread, it's something they announced on their stream.
I mean the big picture reason is that these towns are supposed to feel at least somewhat populated, so having things spread over a bunch of NPCs helps fill the town and make it feel like people live there and are doing a job.

There's no "reason" to have any NPCs for system functions, literally speaking. They could just put like a button in the UI that'd spawn these things (and even limit it to safe zones, or whatever, if they want). And for that matter, all the quests could be done like Vanguards and just pop-up automatically as automatic requests. But if you do all that -- it'd be more efficient for sure -- why even have towns? And so on and so on...

Skycastles, I assume the reason is that they are thinking they might re-use them some day, but who knows when that'll be if ever...
Galadthas wrote: »
been there , done that
https://forums.enmasse.com/tera/discussion/30070/iod-keen-motes#latest

not even a response from eme ._.

FWIW, this is actually about the despawn timer changing rather than about 100% keen motes, which is a separate issue.
I'm really not sure the above is a great idea or is likely to fix it. It's just basically "try random things" -- scanning the drive for bad clusters, defragmenting the folders, deleting a whole bunch of temp files/folders that may be needed by other things still running... and I don't really understand what updating Google Chrome or Task Scheduler or the mystring=(80000000) have to do with anything.

The things I would recommend would be:
1) restarting all the things (PC, modem, router, etc.)
2) try deleting Live2-Launcher.version to force the patcher to try updating itself
3) reinstalling the launcher through the download link on the website (and/or doing an integrity check through Steam if you installed there)
4) try temporarily disabling your antivirus/software firewall/etc. to see if that changes anything
5) send in your Diag info (run EMEDiag) and launcher.log file (in your install folder) and send to EME in a ticket and wait for their advice on other things to try
Zoknahal wrote: »
Still waiting for part 2. @CobaltDragon was in charge of it. I guess they just did part 1 just to shut us up. EU and Korea still have more updated FC shops than us. And i bet, we will keep hearing the same excuse EME gave us the last time: "We do not know the name of the models they use"

Heck, some members of the community, including me, found a lot of those models, ids and names for each of the weapons we wanted to see, compiled them in a thread, and what do we got? nothing. EME simply tossed that info under the rug and we have been waiting since then.

It was because those IDs are EU-specific, and there are no NA versions of them, and there still aren't. Either BHS has to make them, or EME has to agree to give us the EU ones.

That said, this applies more to weapon skins than it does to outfits. There aren't very many outfits missing in our region compared to other regions.
Late reply, but this error basically means your launcher can't connect to the patch server. It might be blocked due to antivirus or other software on your machine (e.g. anti-spyware, firewall, etc.).

For the sake of testing, see if you are able to download this file from your browser:
http://patch.tera.enmasse-game.com/tera/Game.version

(The file itself isn't important, just the fact that it does download.)

Given all the other stuff you said you already tried, probably the best thing is to send your launcher.log file and your diagnostic info (gathered through the Tools section of the launcher) to EME in a Support Ticket. If you can provide that info, hopefully they can recognize the problem from other similar cases.
GearsSick wrote: »
I love how the deterrent for bringing back low level pvp is always griefing campers at Lumbertown.

FWIW, probably the larger reason they're not bringing it back is because it was an NA & EU-specific feature that the other regions never had and didn't want, and in those days the big thing they were doing was trying to eliminate market-specific deviations so they could speed up the patch cycle.

That said, my guess is that the Lumbertown stuff probably reduced the amount of staff that were willing to "fight" to keep the feature. It created more "drama" at all the key times when they were trying to bring people into the game, so there were probably some people who weren't sad to see it go. (That being said, not everyone; even among EME staff, some liked the old OWPvP system.)

There probably were a lot of ways they could have fixed it (like make it so that you can only attack someone within <x> levels of you, or make it a two-way opt-in, etc.) but again... the fact that none of the other regions (except NA & EU) had it and cared is probably what did it in.
Try deleting the "Live2-Launcher.version" file in your install folder and restarting the launcher. Usually the reason for this issue is because you don't have the latest patch because the launcher needs to be force-updated. After it's done patching, it should allow you to enter the server.
Take a screenshot and send it to support in a ticket. If they said this in in-game chat, the support staff can see that history and determine if action is necessary. I have no idea why someone would just randomly say this to you without and sort of provocation or context.
LongLost wrote: »
@counterpoint Thank you for your information and advice. I'll go ahead and send it to EME. Is there any format as to how to send the screenshot to [email protected]? Should I mention about my problem together with the screenshot or should I just send the screenshot to them without any comment?

You can explain the context in your email, particularly that it's a recurring problem, and send them the screenshots. I think the shots you showed are pretty self-evident.
When this thread was originally created, the entire store got wiped of its Valk costumes and that was fixed, and now at least most of them are there. If anyone has the chance to compare with the shots to see which ones are missing, that'd help, otherwise I'll see when I get the chance.

Obviously there are other outfits that would be nice for Valks to be able to wear, but that's kind of a secondary issue. The ones where a costume item actually exists in our build have a better chance.
Basically, yeah -- the problem from the screenshots seems to stem from the Zayo node in Los Angeles, and that's basically messing it up the whole rest of the way. Although there's only a small hope, I recommend sending these screenshots to [email protected], EME's email address specifically to collect data about connection problems. With documented evidence, they can at least file a report with their provider and hope for the best, or be convinced to try another alternative. As was said, using a VPN like Mudfish is an alternative and not too expensive, but ideally you really shouldn't be expected to do that.

(It also doesn't help that EME doesn't have the clout of someone like Blizzard to tell a provider what to do...)
Partyblast wrote: »
spung wrote: »
spung wrote: »
And from the looks of things UHT applies to dungeons in KTERA, it is only here they removed it...

Just for clarity, are you talking about the server-wide event version (that we have) or the consumable? It's possible (maybe even likely) that these work differently.

Not sure what you mean by "consumable", but the buff isn't a persistent one... meaning once you die inside the dungeon you lose it unless you force logout and back in... this is how it worked.

No, I meant there is a version of this buff that is a personal buff you can apply to yourself like a consumable, but we don't have that here. (In EU they called it the Combat Accelerator Potion.) That version may have different restrictions than the server-wide buff version.

Server-wide event buff used to apply literally everywhere, Open-World + Dungeons + BGs, pre-65 patch. Also EU is the only region to ever have CAP but it's been changed to no longer provide CDR.

Okay, if the K-TERA server-wide event is still running recently and it applies everywhere, that's what I'm trying to find out. (To confirm that it's not something else or a different method (like the consumable), or something in the past. If it's something that works differently here compared to K-TERA today (not years ago), then there's a chance it could be fixed.)
spung wrote: »
spung wrote: »
And from the looks of things UHT applies to dungeons in KTERA, it is only here they removed it...

Just for clarity, are you talking about the server-wide event version (that we have) or the consumable? It's possible (maybe even likely) that these work differently.

Not sure what you mean by "consumable", but the buff isn't a persistent one... meaning once you die inside the dungeon you lose it unless you force logout and back in... this is how it worked.

No, I meant there is a version of this buff that is a personal buff you can apply to yourself like a consumable, but we don't have that here. (In EU they called it the Combat Accelerator Potion.) That version may have different restrictions than the server-wide buff version.
spung wrote: »
And from the looks of things UHT applies to dungeons in KTERA, it is only here they removed it...

Just for clarity, are you talking about the server-wide event version (that we have) or the consumable? It's possible (maybe even likely) that these work differently.

Zoknahal wrote: »
I actually disagree with this. Not having the sort button allows me to sort my pet inventory the way i wanna sort it.

Well, so long as it's an option to click the button, and doesn't automatically force it to be sorted for everyone, it should be okay.
Melyodis wrote: »
KitTeaCup wrote: »
And please note: due to the delayed start to Ultra-Hyper-Fire-Turbo-Time it will last until Thursday 12/27 at 3am PST (11 UTC)

:3

So then the video you guys put up was misleading?
0c10bc8928b4dfbc9b96275ea556059a.jpg

there is two dates 25 December and January 1st its not 25 to 1st read and understand your misleading yourself.

Try to read my message too.
I said the video was misleading considering the event didn't even start when advertised.....

It was a bit later than expected due to a bug, but did launch on Christmas day.
Usually the reason this happens is that the game hasn't actually patched to the latest version. One thing you can try that often works is to delete the "Live2-launcher.version" file from your TERA installation folder and then restart the launcher. This will force it to update the launcher to the latest version, and then should cause it to continue downloading the rest of the missing patches. There could be other possible reasons too, but this is the most common cause I know. Hope it works!
At this point, I'm starting to doubt it'll ever be fixed, even though it was reported forever ago.

Basically, if you login between 4pm and 11:59pm PST each day, you'll get this problem. If you login before 4pm PST or after 12am PST the next morning, it'll work. It's a bug related to time zone conversion between PST and GMT/UTC. And yeah, it's really annoying.
HLK76PFWXT wrote: »
If the base is 5% and the food adds 10% then that is 0.5% up to 5.5%?

Yeah, almost all the "increased chance" percentages in this game are like this -- in this case, it just means that you're 10% more likely to crit than before, but not that your chance to crit is 10% + the original %. (Which would actually be a 200% increase over the original chance -- though that doesn't mean "the chance is 205%".) It does make sense... but it's also a bit confusing too. It'd be clearer if they could show you "original chance %" -> "boosted chance %" so it'd be obvious.
What does this all tell me? That Zayo is quite competent, reliable with many service offerings at varying price points.

With all of this in mind I propose that EME either chose the wrong service offering or went on the cheap side of services; potentially EME not having proper network and professional engineers to understand the scope of their needs.

I think you've made a bit of a large leap. Zayo does sell a variety of services, but in this case there's only one for this sort of situation: peering over their network. And the scope of their needs isn't particularly mysterious: they host online games that are latency-sensitive, hence why it'd normally be advantageous to have a premium routing provider so that you have a single group to contact if something goes wrong. Zayo promised they could provide that service knowing full-well the sort of business EME is in. The only real question is whether the performance issues people have been experiencing (e.g. last night) are outside the SLA, and whether the amount of issues warrant switching to another provider. But, even if you do that, it's not as though any other company is going to be 100% better for all either (Level3, NTT, Cogent, GTT, Telia, etc. all cause problems for some people; you'll find people complaining of bad routes on each).

Anyway, I hope they will look at the data collected and use that as a reason to look into other options, but it's not as though they can just call Zayo and offer to pay them a bit more to not suck or something. This is a problem with Zayo's infrastructure itself.
Zoknahal wrote: »
If they had, they would had sent hotfixes already. What kind of developer keeps pushing new or recycled content, updates and revamps, without fixing the issues that had been here since way before the release of their new updates?

Honestly, a lot of developers do this (whether it's a blatant/obvious as this case or not). And reasons are usually because: the cost to do the necessary rework is too high, doing the rework would require delaying other committed priorities, and the specialized technical resources you'd need are not available (perhaps no longer work there) or too valuable (working on other projects). It's a ton easier to bandaid what you can and move on than to tear up the foundation and fix it. I'm definitely not saying that's what they should do in this case... but this is a factor in pretty much all long-running software projects, particularly those with legacy code.

In general, I think it's safe to say that BHS doesn't exactly have a deep bench of talent focused on optimization in the first place, as evidenced by all their other projects. Probably the only way would be to hire pricey outside experts. (Even the three-month "FIX PUBG" campaign that was specifically focused on optimization made some improvements, but it's still not to the level people want at all.)
From what we found on Discord so far, there were at least four Zayo nodes that were misbehaving (probably more) in Paris, Dallas, Virginia, and San José. When you put these together, it accounts for a large percentage of the players. Some people have started to say that it's calmed down a bit for them now, though; see if it's better for you yet or not.

Zayo strikes back...
Jerichow wrote: »
- Update to the UI to not have to render natively in Korean, then re-render again in a skinned English version - this alone would make a massive change in all situations

This is actually a legit question -- did this change at all with the updated UI? Based on the way everything renders, it seems like they might have changed to a different UI framework, and so it's possible it handles localization in a different way.
FWIW, it looks like this is another Zayo routing issue. One hop in particular seems to be dropping lots of packets in France, but there are probably others. (Might it be that their infrastructure is being DDoSed?)

As usual, it's possible that you might find a VPN that lets you get around it (if you live in the right areas, you're not impacted at the moment), but obviously that's not a real solution.
Inamorata wrote: »
This has been something i could never understand...EU has been dead and empty for mostly two year's at least, GameForge gets away with murder all the time, this in a day and age when RNG and "goodie" boxes are beginning to get they true due, and still EU is presented as "better".

It's basically because the comparison is for specific things in isolation. The regional changes to end-game gearing in particular are something that people covet and wish that EME would finally budge on. But on the whole, the main issues are global since they come from BHS themselves.
KXRC9JMW74 wrote: »
There is no gear or weapons while leveling that goes to +12.
The highest is +9 and it's just tier 4 alk which is a drop cost nothing to pick up all you need.

Unless you really search for some

There are some, I recall. But yeah, personally I never bothered with them, or at least enchanting them very high.
Yeah, I wouldn't recommend upgrading any leveling gear beyond +9. It's generally not worth the expense given how quickly you'll likely proceed to the next gear tier.
Jerichow wrote: »
However - if they do offer ways to earn the regen potions in-game, such as Vanguard shops, then this can be mitigated, and thus this could actually be a really good system for a lot of players. Do we expect it to go this route though? Nope. But it's never bad to have a shred of hope at least.

Really, I feel like a lot of it depends on if the system is by character (which I think people have said that it is, but to be confirmed for sure this week). If it's by character, then actually it might work out okay because it'll make it easier to progress alts (since they're less likely to run into the limits until they get near high-end, so can run a lot more lower-end dungeons). They also commented about dungeon drops being improved too. So, if this is the case, the people who would be most "stamina-starved" in that case would be those who don't want to level alts and want to do everything on a single character... and actually, that would make a ton of sense for this game and may solve a lot of problems.

Traditionally this was a game where the monetization was all based around people creating alts (more character slots, more character-bound cosmetics and mounts, etc.), but in this gear cycle they really ratcheted up the gearing costs such that it made alts impractical. I figured they must have discovered that, actually, a good portion of the population was choosing not to create alts, and an "alt-friendly" gearing model just meant those people "run out of things to do" and stop playing -- hence making the cycle based on the time it would take to gear a single character. But if they can make it so that the process to approach that finishing line is less limited and can be achieved more quickly, it might go back to encouraging people to create alts to at least get to the point where they can approach those top-tier dungeons, and then not have to worry so much about the stamina limit.

So anyway... yeah, the devil is in the details as always, but it seems to me that it could work out. We'll see soon enough.
Dvsv wrote: »
I'm pretty sure this "dungeon entries revamp" will somehow make the game worse like almost EVERY "revamp" they did in the past 2+ years.
Imho Tera is one of the most "revamped" games ever, every 3~6 months they're messing with classes or game mechanics that literally nobody asked for!
This is a serious sign of a developer that does not know what they're doing....

Honestly, I'd bet you anything that this is something that their publishers asked for, and they do "know what they're doing" -- it's just not anything any player would ever ask for. If you look at the details of the system, it's clear that this single progress-limiting "currency" of sorts is basically just a stamina system like every F2P mobile game on the market, and they're doing it this way so that -- at least in some markets -- they can sell the stamina refill potions on the cash shop. It's possible that they won't sell it in Western markets, but who knows. But it's basically designed so that, the higher up you get in the game, the more "stamina-starved" you are, and so the more compelled you are to pay money. It's really not that different than the gear system either in that respect -- the higher up your gear is, the more things cost so you'll feel compelled to buy gem/talent boxes and strongbox keys. It's basically the signs of a game that shifted their business strategy away from cosmetics to focus on consumables.

In broad terms I consider this pretty horrible and it's definitely not a good sign. But, in practice, a lot depends on how it's balanced -- how easy it is to earn stamina refills in-game, etc. Just like any F2P mobile game, sadly.

spung wrote: »
My take on this, whoever is actively searching for these Santas is pretty dumb. Do you know why ? Because the event happen to coincide with the fishing patch. This patch brought up all kinds of new gathering material. You should be investing your time at gather nodes because this is where the money at, finding Santas on the way will become a bonus NOT an objective. That is exactly how I did it, I have found 2 fatties in the process (3 hours total maybe). Even if I haven't found any I'd still make a killing with the gathered material which by the way has netted me close to 80k worth.

Honest to god, I think that is exactly how they are intending people to take it. Whether that's the right or wrong way to design an event -- well, opinions are clear. But pretty much all the events they've run in the last year have been "while you're playing the game, here's a bit extra" -- and not "here's a reason to play the game." Again, for better or worse.
Gatokatzen wrote: »
People who wants level 70 must work their gear to 439 like Apex.

Truthfully, I expect that -- at least eventually -- they will make 439 the starting point as soon as you hit level 65 -- basically chop some of the earlier levels off the gear ladder entirely, and shift all the prices accordingly. That'd be pretty consistent with this "continual upgrade" model. May not happen right away, but it'll probably keep shifting that way once they have enough endgame at level 70.
The build comes out next week, so probably all will be revealed then anyway. But from the sounds of things so far, it seems like the gear upgrade ladder will not be undone, and will just keep moving forward despite the level cap increase.

(On the plus side, whatever notice we get from observing what happens in K-TERA next week is a heck of a lot better than what players there get.)
Serenade wrote: »
What happened to make them change so much now?

I definitely do not know why -- only people who work there can really say. But if I had to guess, I would assume that TERA PC became less strategically important for the company. Remember, back in the day the entire EME office (50+ people) were all focused on TERA PC, including three full-time community people just for this game. It was their first major project and they had to build up all their team and processes from scratch. Now, the amount of people fully-focused just on TERA PC is probably down to a half-dozen or so. The community team is now shared over all the titles, although certain people have a bit more of a focus on one game or another. Some of the old TERA producers like Denom are now focused on TERA Console, where EME is the global publisher (not only NA), so probably given a bit more priority (it's new, they have more say/control, and it's their first console project).

If you're going to manipulate a game's progression flow, it requires on-going attention to monitor and keep on adjusting with every new build that arrives. Doing it well requires people with deep knowledge of the game's economy, full understanding of current and upcoming patches, and experience with all the backend systems. And I suspect EME management doesn't see the value of all doing that when balancing the game's progression should truthfully be BHS's job (if BHS did a good job, none of the publishers would have to adjust anything). So instead, they've seemingly decided they're okay with taking the "hate" and sending the harsh feedback to BHS so that maybe they'll learn. In the meantime, they just do what they can within reason to keep the game profitable and keep people engaged, without stepping on BHS's toes or "covering" for their failures.

Anyway, it's a bit of a side-topic for this particular thread. This particular event is just an extension of this apparent overall strategy.
voidy wrote: »
Heck, to get the title you have to gift 25 of those things. That's 500 dollars.

...Not that it fully helps, but it's 20 boxes, and about $340. That tier also gives you a year of Elite, which would normally cost between $120 to $180 (depending on if you still have the promo price). So, net cost for the 20 gifts (assuming you would have bought Elite anyway) is between $160 and $220.

I'm still not saying it's worth it. But it's also not like you're spending $500 for a title.

SageWindu wrote: »
What exactly are they worried about? Marketplace crashes or whatever the hell? I remember before you said that's why they got rid of the monthly grab bags for having elite status (and I recall my rebuttal saying how something's wrong when the first thing people think when acquiring an item is how much it'll sell for...).

I would say, the main things they appear to worry about (and try to prevent) now are:

1) anything that would fundamentally change or alter the flow/pacing of BHS's intended endgame progression (now or in the future)
2) anything that would undermine the value/worth of items they sell on the cash shop
3) anything else that could have lasting consequences down the road

With the Elite gift, though, I wouldn't say it was only that. Part of it was certainly also the drama it caused every month. But also, monthly gifts aren't possible anymore because they decided to make Elite vouchers with variable quantity (like 1-day, 3-day, etc.), so they had to switch everything to the daily gift boxes instead. Only way they could bring something like a monthly gift back now (without changing stuff in backend systems) would be to give a token each day in the daily gift box, and after <x> days you can trade for a prize... and then that makes one more merchant they have to maintain and keep up to date.

With blue box catalyst stuff, I assume part of the problem was that their business plan for that event included selling catalysts, but they made it so easy to earn massive amounts (due to blue box exploits) that it was objectively worse to spend money. I'm guessing that meant the event didn't meet its revenue targets (whether the event should have had a revenue component in the first place is another discussion, but for better or worse it did). Also, people were holding onto catalysts so that, in the next catalyst event (if the prizes were good) they could immediately dump all their catalysts to get all the best prizes right away without actually having to either pay or play the game at that time (which is also part of the point of the catalyst event). That's also why, after the next catalyst event, they wiped all unused catalysts (so future events would get a fresh start). So anyway, the blue box catalyst thing in particular was complicated.

With this santa event... my guess is just because it drops progression items, and because the event is going to run for weeks. That's why, as I said, they need a soft-cap/"grand prize" system (or to run more time-limited, but grander events so it feels more worth it).

SageWindu wrote: »
So my guess is that the devs (yeah, not blaming EME for this one, not entirely) still don't understand that they created a game that seems to encourage alt-farming, but then they get upset when people actually do it. I remember a while back someone bragged about how they made 10 or so brawlers specifically for farming (this was back when they could outDPS the DPS classes). The game allows a person to do this, but BHS wants to get mad at a player maximizing their potential gains from this feature? That's insane!

Well, to be clear, in this case I wasn't really talking about alt-farming, but about various kinds of exploits that made it much easier than intended to find and claim maximum boxes as soon as they spawned. (And, no, it's not "made up." But it's also not a justification, because there are other ways around that problem, as I said.)

That said, maintaining a balance between casual and hardcore players is important for a lot of reasons, just like maintaining a balance between people who want to have one character and those who want to have many characters. I think the main point is that they often get this balance wrong. Part of it is, as you say, a lack of foresight. Part of it, I suspect, is the lack of built-in tools/features that would make it easier to build events that take this into account, and so the amount of extra time/effort it would take to build it.
Serenade wrote: »
Back in the early P2W days, when we hunted Caimans for glasses or anniversary boxes for other stuff, it wasn't anything near this bad.

Yeah, it's because back in the day, they didn't yet realize just how badly it was being exploited. It was the blue box that dropped catalysts that actually caused them to figure out just how bad it was (because they could easily add up how many catalysts people earned from them). Ever since then, basically, blue boxes and caimans have been really limited in terms of what they can drop.
Meningitis wrote: »
The problem is that at this point it's too late. Now that it's already out, people have bought it, gifted it, and opened it. Turning around and changing the rewards is a giant disaster that could lead to massive compensation schemes, granting refunds, lots of support time, etc. etc. Even if it sucks (and even if everyone on the forum decides the new thing is unarguably better), it's better for them at this point to say "it is what it is" for legal reasons, as long as they got what it said they could/would get.

The only real answer for things like this is to seek input before launch.
While I understand this, somebody at En Masse sat back and thought "hmmm yes 20 dyad structures for $25. Good idea" in the first place. Whoever the heck green lit this crap is either super out of touch with what stuff is worth or willingly put it into the box knowing it was worth not even $1. Both explanations are quite bad.

I bet I can guess how they figured that out too. They most likely just looked at the pool for regular lootboxes (like this one), took the average you might get in each consumable category, and multiplied it by the price. Right now, you could spend $1.50 on that lootbox and get 300 metamorphics and 1 regular dyad or maybe 2. These are roughly between $20 and $25 (depending on multi-buy), so it can give you 20 (and the gifter's prize takes place of the metamorphics).

So basically, the problem is that the lootbox pool is also bad, so building these quantities based on that was going to feel bad. Plus, it's totally different to get a bum prize in a $1.50 lootbox (where you will likely open more than one at a time) than getting a bum prize from a $20-25 box (where someone might only ever receive one).

I totally agree that it would suck to receive that gift.
There is still a weekly buff rotation schedule. This week is actually an EP buff.
HitAhARD16 wrote: »

The only real answer for things like this is to seek input before launch.

Good thing somebody sought input or community leaders asked for details XD

They know where to find us...

But anyway, for better or worse, we don't generally provide input on anything related to the cash shop, since it's driven by business decisions. This is one particular sort of case where more feedback about the specific rewards could have helped, but who knows. I'm sure time is always a factor too in getting these things launched in a coordinated way.
The problem is that at this point it's too late. Now that it's already out, people have bought it, gifted it, and opened it. Turning around and changing the rewards is a giant disaster that could lead to figuring out compensation schemes, granting refunds, etc. etc. Even if it sucks, it's better for them at this point to say "it is what it is" for legal reasons, as long as they got what it said they could/would get.

The only real answer for things like this is to seek input before launch.
Lolitaa wrote: »
Christin wrote: »
It never works anyways, because you will always have people [...] that have hours upon hours to farm and will brag about all of the loot they get. It's like we better no life this game or else. I will try to no life this then seeing as the footsteps aren't tradable. I just want one set of them for my main anyways.

This is why I've said for a long time they need to have events that have a threshold for a "big prize" and then incremental prizes after that.

For example, imagine if each character/account (depending on the prize) were sent a single conversion cube, and all the santas dropped tokens in addition to random other stuff. After you collect <x> tokens (whatever amount is deemed fair), you can convert it into an untradeable "grand prize" for the event. You can only get that grand prize once, and then after that you can continue farming if you want but you'll get the incremental prizes.

That way, everyone who participates at a certain base level is guaranteed to get a nice prize for the event, but people with lots of time can farm for incrementally-better rewards (but not, like, break the bank amazing). You can also then afford to increase the spawn rates without worrying that your hardcore players are going to break the economy or balance.

you would think a PC member who has apparently "said this for a long time", would have mentioned this to eme, and presure them to implement this system.

Not just here, but advisory committees have no real leverage. The only thing you can really do is bring an issue up, and then keep on bringing it up. But if you just keep on harping on an issue non-stop (when you already know they've heard it before), particularly if it's not deathly important, you're just going to get tuned out. So yeah, I've brought it up before as an idea and bring it up again whenever the opportunity arises, but the ball is in their court.

The best leverage I have is threads like this where people complain about a problem, and if people show support for a proposed solution that tries to also address their concerns (in this case, about exploiting and over-farming rewards). With enough complaints and public support for the solution, it shifts from just being "an idea that is arguably a bit better" to "something that will actively address a lot of player complaints." That's much better leverage.
Zoknahal wrote: »
I actually agree with sage. The last year, I believe we got 3 account bound costumes, two of them usable for everyone, one elin exclusive. It was worth it.

I don't think they've ever had multiple account-bound costumes in a single gifting event before; they've always been spread out. From what I can remember, I think we've only ever gotten three account costumes in total until now:

- Dyeable Steampunk Costume
- Personalized Gym Uniform
- Elin Dyeable Maid Dress

Each of these were in a different event.

We have gotten account-bound weapon skins and mounts before, and sometimes multiples in the same event. (For example, one year they had both the Chromaplasm and Ultraplasm weapon skins at different years. Another year, they had the two MHZ mounts.)
DL7MMWLJ3W wrote: »
Good grief man. You all are screwed unless you know where to look. The laziness has amped up to 11 now. It used to be inaccurate patch to just completely dismissing it, even at EU.

FWIW, Rox mentioned that the notes they were provided by the developers didn't include the class balance details, so that's probably why it wasn't included in either NA or EU. For JP, they must have ether specifically requested it, or just grabbed it themselves from the K-TERA notes. It's definitely a problem with the entire process.
Yamazuki wrote: »
(Of course, this may be why I don't work for a F2P gaming company; not greedy enough...)
Oddly enough, being less greedy actually creates a better game. League of Legends as a successful f2p game had extremely low money spent per player to the point larger devs+publishers like EA were laughing at Riot, even though none of them has been able to release a successful "Game as a service" yet.

Most publishers and developers are just forced into quarterly sales rather than long term gains, which causes features to be cut, early releases, and the over reliance on either pay to win, or excessive RNG.

Well, part of it is economies of scale too. You can afford a low spend/player when you have millions upon millions of players all the time. Even in the absolute best possible world, TERA can't reach those heights -- cost/player for an MMO is higher, and TERA itself is just way more niche. It's not entirely "if you build it, they will come" either, unfortunately -- even if they had made all the right decisions, TERA was never going to have that kind of reach.

That being said, I do think one of TERA's strengths traditionally has been one of the more fair F2P models in the MMO scene, and I just want to make sure that this gets preserved when the tendency could be to just overload Elite to the point where it feels "mandatory" for people.
Christin wrote: »
It never works anyways, because you will always have people [...] that have hours upon hours to farm and will brag about all of the loot they get. It's like we better no life this game or else. I will try to no life this then seeing as the footsteps aren't tradable. I just want one set of them for my main anyways.

This is why I've said for a long time they need to have events that have a threshold for a "big prize" and then incremental prizes after that.

For example, imagine if each character/account (depending on the prize) were sent a single conversion cube, and all the santas dropped tokens in addition to random other stuff. After you collect <x> tokens (whatever amount is deemed fair), you can convert it into an untradeable "grand prize" for the event. You can only get that grand prize once, and then after that you can continue farming if you want but you'll get the incremental prizes.

That way, everyone who participates at a certain base level is guaranteed to get a nice prize for the event, but people with lots of time can farm for incrementally-better rewards (but not, like, break the bank amazing). You can also then afford to increase the spawn rates without worrying that your hardcore players are going to break the economy or balance.
Maulclaw wrote: »
The subscription system has to appeal to the public audience. Star Wars: The Old Republic and The Elder Scrolls Online have nailed that practice. While it's possible to play the game without the optional subscription, players will still be attracted towards that method due to all the offerings and potential.

I don't know if they changed it within the last year, but honestly I didn't feel the way they did it with SWTOR was fair. F2P was way too gimped -- as you say "it was possible" to play as F2P, but it was way too obvious that you're playing a severely restricted game. I mean, sure, that causes people to want to subscribe (and so it's probably tempting for game companies to do that), but it stretches the definition of F2P. I don't want them to change things in TERA so that it feels like the only way you can play the game "as intended" is to subscribe to Elite, even if it would increase subscription sales. (Of course, this may be why I don't work for a F2P gaming company; not greedy enough...)
Late reply, but there were multiple reports of this last night on Discord as well. The San Jose Zayo node was misbehaving. It seems like it resolved itself in time, but it was definitely annoying for those impacted. Guess we'll have to see if it happens again tonight.
In K-TERA they got a new version of Wintera that is a bit different (has a some battle royale elements in it), and its rewards are different. Our region still has the old version from last year, so it doesn't yet have these changes.
Christin wrote: »
Better yet, they could start adding better gold drops to monsters and BAMs, to make the gold boosts mean something.

Won't because of botting, as they explained in the patch notes for the recent K-TERA changes (where they did it another way that is also problematic/silly).


To the topic at hand... while I do think they should clean up some of these things that annoy people (like the gold boost), if I had to prioritize I wouldn't say that Elite is the most important thing that needs improvement right now. With the 15 EMP daily and the other changes made over the last while (including these latest changes), the value of Elite has improved.

Daily gift values could be bumped up (particularly things like talents), but I am pretty sure that no matter what they do it'll never feel that "special" given that it's being dished out in 30 increments. (If you divide the Elite price over 30 days and subtract the 450 EMP, it's about $0.35/day, and the daily gift box is only one of the many Elite features.) If they gave you the entire gift in one shot it'd feel more "significant" but they can't because of partial duration Elite (1-day, 3-day, 7-day, etc.). If they gave enough so that each day felt special, over the course of 30 days it would probably be OP. So there's a proper balance to be found here -- it's probably not there now (contents have been bumped up before), but I think it shouldn't go overboard either.

In the end, improving Elite is good and I'm okay with some of the changes proposed, but maintaining a proper balance with F2P is also important. Personally, I don't want Elite to become too over-the-top either (beyond how things like free broker listings already are). It needs to remain a "nice-to-have" as much as possible, in my opinion. I'm not sure that I would say the modest improvements required really need a full revamp based on all the changes they've already done.

(Incidentally, they are just introducing some Elite changes in K-TERA that change how dungeon entries work, so I imagine that will probably also come to our region in a few months time.)
Vy1Vivi wrote: »
By the way, guys, the talent drops aren't labeled as 'extra' or ultra rare. Its 'uncommon.' Whatever that means as I ddin't see any 'common' drops listed.

In the linked post it says:
Tiny Santas 12/01 to 12/26
LOOT TABLE 12/11 to 12/18: [loot table will change!]
Dyad Niveot Structure x 1 extra rare
Golden Talent x 12 extra rare
Silver Talent x 3 extra rare

That's where they got the extra rare from. It refers to chance to drop from the Tiny Santas.
EME is being lazy with localizations.

FWIW, it's actually a BHS issue -- they provide the English translations, and EME just localizes it after that. In this case, they changed it in Korean but never changed the English equivalent, hence it's broken.
Most likely reason is that it's blocked from talking to the patch server. Someone mentioned something like this on Discord recently and they said it was being blocked by their anti-virus for some reason. If that's the case, I would send in a ticket with info about your AV brand so they can try to get it worked out.
What suggestions u want to add to the list?
I see some of suggestions in there are similar to what we been asking for in here.

Honestly, this is on-point. The big difference is that K-TERA is on the "current build" and we're on the "four-month-old build". BHS is not actively making changes to our old build, they're making changes to the latest build. So our feedback doesn't have an immediate impact. The changes they are making in K-TERA now are in part related to what people in all the global markets are saying (if it's still relevant to the latest K-TERA build as well), but we won't get it for 4+ months.

Only way to really fix this to give us "an equal voice" with the developers would be to unify all the global builds to be at the same time. Then our feedback would be current and directly actionable by the developers. Unfortunately, though, because of the complex third-party publishing model they use, I think it's really unlikely.
Kharllos wrote: »
I'm very disappointed, my skills fail, my ping is so high now.. what's the problem EME ??

If you could post your traceroute at the moment, it would help to identify where the problem is. I saw one from someone who right now was having their connection routed all the way through Europe and back by the intermediary providers, so it might be that's happening to you too.
Christin wrote: »
If they really wanted to make bank, they'd just return the items back to the shop and use the Featured Items to highlight items in the shop and make them a sale price. Use it to advertise the store rather than compete with the store. There is no point in hiding items, and it will help keep the broker prices down. Why create a system where you are enabling broker exploiters that don't spend cash in the game and do nothing more than play the broker? They can still make bank, but people should still be able to buy what they want with cash when they want to buy it.

Honestly, what you've described shows that artificial scarcity is working. The fact that the price is so high right now makes it rare, and so whenever they do re-introduce it, people are more inclined to buy it right then (before the price goes up again). This allows EME to reintroduce the rarest items at the times when they want to increase their monthly sales, rather than having trickle sales. It also allows them to keep the prices of items relatively high for "old stock" rather than have them depreciate as much. Obviously there are limits to how well this works (for instance, they went a bit too far with the last retirement round and brought a lot of it back), and they will miss some sales by doing this (people who lose interest, people who aren't around at the time, etc.), but it's a fairly proven retail strategy and has been a part of this game's cosmetic economy for years. These "costume investors" (even if they're F2P) are part of what create the demand for costumes that paying customers fulfill; without any likelihood that the value will go up, there's no reason to invest.

Anyway I get your point too, and it makes sense. But at the same time, given that your argument is "if they really wanted to make bank"... I'd be willing to bet they make more "bank" on the whole by manipulating supply/demand than the constant trickle flow approach would yield -- and it almost certainly can help them meet their monthly/quarterly sales targets having this in their back pocket, given that there's no guarantee BHS will keep producing desirable items every month. (My main argument would actually be that they should monitor it more carefully and reintroduce retired items more frequently to ensure certain items aren't allowed to go too overly long.)
Dvsv wrote: »
So, it seems to me that all we can do is keep providing as much vocal but constructive feedback as possible on what exactly the pain points are, and constantly lay that at EME's feet. If this aligns with their metrics and they can see clearly that the status quo is causing them to lose more money than they could make by taking another approach (either on EME or BHS's side), I expect something will change.

Nop, we're tired of providing "constructive feedback".
I think the best thing we can do is just stop playing the game and especially stop spending any money in the cash shop.

That's exactly what I meant by aligning with their metrics. If people complain on the forum, but the actual numbers show that as a result of the change people are playing more hours and spending more money, what do you think they're going to believe? As they say, talk is cheap. These F2P gaming companies all live and die by the metrics.


Vy1Vivi wrote: »
"Too little too late." They waited WAY too long to step back and acknowledge their mistakes/attempt to rectify their screw-ups.

People could say the same thing about anything, so it's not really constructive. You have to take the victories you get. If they do finally hear the outcry about gearing and make changes, rather than "too little too late" it's "better late than never." Otherwise, as above, you have to just give up (and no doubt some people will).

Vy1Vivi wrote: »
I get that you're not trying to defend them, but you can't make any excuse on their part in regards to this. The whales support the loot-boxes, and that's fine, but there is NO excuse for not having the outfits available for direct-purchase as well. You know what a simple solution would be to make everyone happy?
Include both in the flipping store.
Its not like they haven't already done it! They've done it twice since I returned to the game (three if you count an elin outfit, but I don't care about elins). They did it with one of the Halloween costumes, and they're doing it right now with the dyeable frost suit. The dyeable frost suit is the main example because they actually have the loot-box included this time, and guess what - not only do I see plenty of players buying the direct-buy version (including myself), but I also see tons using the lootbox anyway. I don't see a loss at all on their part here. They're not being smart or fair at all with this.

I really do wish that were the case, truly. After the last year of experiments, and monitoring the response on Discord, this forum, and elsewhere, I'm no longer sure that it would actually work out.

Whales support lootboxes because they can get something rare/valuable from them. It's not because they like lootboxes in particular. But having the rare/valuable item direct-listed places a cap on the value of what they can win, which also puts a cap on what other players in game will trade for the prize. So having an inexpensive "buy out" option always alongside lootboxes changes the dynamics a lot. (This is why gacha games that have a failure cap typically set the failure cap very high, not at a "logical" buy-out price.)

From the point of view of those who might buy for cash, from what I've seen this year, having the direct-buy items listed on the store only seems to draw attention to how expensive rares (normally) are. For highly desirable rares, taking it out of lootboxes to direct-list is seen as a value, and veterans jump on it (even if it's expensive). But for less-desirable cosmetics, it seems it just causes people to do the "this is the price of an entire game" comparison -- even when having both options listed -- to a degree that didn't happen when it was only the lootbox.

(The frost suit costume is a special case because they determined from the get-go that it probably wouldn't be that desirable at normal prices, so they sold it from the start at this lower rate (and offered both the cheaper lootbox and the cheaper direct-buy). It's also seasonal so gets added appeal that way. )

One thing that was recommended in the past is to have the lootbox be a way to get the items early and then have them move to direct-buy automatically after <x> period of time. If they had new highly-desirable cosmetics, that might be an option that bypasses a bit of the trouble, but they'd need to find the right way to label things so that people's attention isn't immediately drawn to it.

I really wish they did as you said and always had a direct-buy option, as that would be what I would do as well. I also say they need to post the odds and implement failure caps on lootboxes. But in the end, I really don't think EME is intentionally leaving any money on the table right now, and I know they have people focused full-time on asking these kinds of questions and doing experiments to see what the actual data tells them about people's buying habits. So that's why I don't think they'll just do it because you sent in a ticket or because we say so on the forum.

This is the only thing I disagree with. Back when I played around f2p launch time you didn't even get close to the bitterness and complaints you have today. The differences between how the game was back then and how it is now is like night and day; and the game back then and now each have their good and bad points. Only main difference though is that the community wasn't unhappy with EME's performance back then as it is now.

I would go back further to the game's original P2P launch (and before it) to look at the sentiment that caused the game to nearly fail after original launch. Every time the game's "Korean grinder" heritage has come out, it's caused a lot of bitterness. As you noted, after F2P launch and for a while there, there was a period where they seemed to side-step that to some degree and people seemed happier -- partly just the influx of people, the fact they were able to pull together things like P2P tournaments to give people something to work towards, and other in-game events that took the focus off the game proper. But yeah, now that that has passed, we're back to the very start where the game's roots are showing and people don't like it, and this time EME doesn't seem able/willing to try to mask it.
Vy1Vivi wrote: »
They barely batted an eyelash when a bunch of people cried and quit over the proxy debacle or ran over to EU where players over there actively recruited players from NA.

In fairness to them, they very nearly bent over backwards to try to appease that angry mob, and reversed course nearly 100% (created a loophole for many uses of third-party programs, unbanned people who had only used but not abused the tools, removed Xigncode, made an attempt to reach out to people in the community, etc.). People are still mad about the fact it happened in the first place, but I think it's a bit unfair to act like they didn't listen to people on that.

Vy1Vivi wrote: »
I even sent in a ticket complaining about it: put the damn dyeable outfits as a direct-buy option please. And all I got in response was a generic "thank you for your feedback, we'll forward it to the team" response. Yeah, thanks.

Well, I doubt you'd really expect they'd change their whole marketing strategy because you sent in a ticket. This year there have been a number of experiments with taking rare cosmetics out of lootboxes directly. I really wish they had been successful enough to prompt them to change the strategy, but it remains just an occasional promotion not a store-wide change. As you say "the whales support the borderline criminal gambling lootboxes." Until that changes, I doubt they will.


Anyway, I'm not trying to defend them or the game for all the many flaws. They refuse to tailor the game for Western market tastes and it embitters people, so they'll continue to get this same kind of reaction (which, in fairness, they've gotten to some degree from even before the game launched and all along).
It is actually rather impressive how they always find some way of introducing a slot machine dynamic to every aspect of the game. It's almost a skill. True, this isn't actually RNG (well, maybe the amount of HP is -- who knows), but by keeping the HP hidden (assuming it really is hidden) and making it last hit, it might as well be random. The amount of dedication the developers have to "progression by luck" borders on obsession.

(Of course, I can sort of understand why they arrived at that conclusion given the various ways people have gamed other kinds of drop systems, but still.)
The level 65 characters will have a 24-hour deletion timer if you try to delete them. Within that timer window, you can login to the game on one of the other characters. So, one thing you can do is to set one of the 65s to deletion temporarily, enter on your level 10, remove the item from brokerage, and then go back to restore the level 65 and delete the level 10. You could also in that process check your bank (etc.) to see if you have a character slot and use it so you could keep the level 10 as well.
6AWC3DP9PR wrote: »
I don't think there's actually a fallacy in this because publishers (incl. EU and RU) would much rather make their own lives easier if they could. If BHS did "the right thing" so they didn't have to do extra work, it'd be way better for them. So there will always be pressure even from those markets to push BHS when what they're doing isn't seen as appealing, even if they end up taking action to intervene anyway. It's not like they want to intervene (it's pure cost for them), they just do it because they think it'll make them more money in the end. EME is also doing what they think will make the more money in the end, but I think their "TERA picture" is partially clouded by also having to think about console (and their overall business priorities), so custom intervention for PC can't be leveraged over the long-term (it's just pure sunk cost).

I'm not really sure how this would be an issue when the console and PC builds of the game aren't even close to one another in patch chronology, though. I can only hope this is pure speculation on your part because if what you've said is true then it comes across as a weak reason to shirk on this front.

It's all ultimately speculation -- the only people who can really speak to the reasons why are EME's management. But, from observing what's been going on, I don't think it's an unreasonable guess at the way management would see it. If console and PC actually were close to each other in patch chronology, and there were a way for this extra effort invested in custom changes for PC to also apply directly to console, it'd probably be much more likely that they'd do it, because they can "do once, use many". That's an efficient use of resources. But to make custom modifications for PC, and then whenever Console chronology catches up have to do the very same things again is double the work with lots of separate upkeep for both projects. Considering BHS and EME are in the same corporate family, I don't think they want to pay people at EME to make local changes twice when BHS should be doing it right from the start. Or, I guess to put it another way, if BHS shirks their duty in making the game fun for NA players, EME doesn't want to spend money from their own budget to cover for them -- much better to just point the finger back at the other group and blame them while focusing on maximizing value within their own scope of responsibility. Business is all about money and politics, and the customers are always stuck in the middle.

(This is why I keep suggesting we need to keep the complaints focused on the problem itself, and not worry about whose job it is to fix it. If the complaints are loud enough, the problem is clear enough, and the metrics support it, they'll eventually have some meeting and figure it out. But it has to be so clear that it's truly a problem that even BHS can't deny it.)

6AWC3DP9PR wrote: »
That's been said before by other posters before and it may be the case, but the whole thing has rather the opposite effect for myself and other players like me. I do not spend money on the microtransactory items, knowing it would full well expedite gearing, as a matter of principle. On the other hand, with a gearing system I would consider to be reasonable as we had in the past, I spent plentily on cosmetics, and would still if the gearing system didn't feel like it "suggested" I make a transaction with each failure.

I also don't buy it, and much prefer to buy cosmetics. But the amount of cosmetics they make has gone way down (about 1/3 of the past output). For all the global publishers who need to make revenue each month to pay their salaries, they have no choice but to depend more on the microtransactions regardless. And even though I don't like these microtransactions, it's clear that they're selling well. Nearly the entire reason the price of talents dropped to the degree it did was because of adding the cash shop talent boxes and bumping up the value of talent strongbox (so, sale of keys). In the end, as much as people like you and me complain and find it distasteful, they'll trust the metrics. The pitfall of F2P.
Routing was not changed in general, but a given person's route could change at any given time.

Here's my traceroute as a point of comparison:

4 21 ms 20 ms 22 ms toro-b1-link.telia.net [62.115.61.240]
5 18 ms 20 ms 18 ms abovenet-ic-327606-toro-b1.c.telia.net [213.248.88.130]
6 30 ms 30 ms 30 ms ae16.cr1.ord2.us.zip.zayo.com [64.125.31.51]
7 35 ms 34 ms 39 ms ae0.mpr1.ord6.us.zip.zayo.com [64.125.24.229]
8 50 ms 32 ms 30 ms ae2.mpr1.ord5.us.zip.zayo.com [64.125.28.66]
9 31 ms 30 ms 31 ms 64.125.186.90
10 35 ms 31 ms 31 ms 208.67.48.46
11 32 ms 32 ms 31 ms 208.67.48.46
12 31 ms 31 ms 32 ms 208.67.49.36


Could people post there's to confirm where the issue lies?

How to do a traceroute on Windows:
Start -> type "cmd" -> press Enter -> type "tracert -d diag.enmasse.com" -> press Enter -> when complete, press Ctrl+M and highlight the output of the command -> right-click on what you highlighted -> Ctrl+V to paste it.

(You don't need to type the quotes in the commands listed above.)
Good question. I know there was some problem with it not too long ago -- perhaps they turned it off? I also checked and can confirm here that the option for it isn't available on Profile Management as I think it used to be.
McOnosRep wrote: »
Still I assume stuff like permanent double vanguards or increasing the amount of gold/silver talents in strongbox rewards can be done by EME fairly easily if they really want.

Highly doubt they'll do permanent double anything anymore; days of permanent events are basically gone. They are intentionally trying to keep the game closer to the BHS defaults, hence rotating temporary events instead.

Increasing amount of talents in strongboxes they probably could do if they think they're not being opened enough by people, though. They have been adjusting the strongboxes from time to time to make the more appealing in the last year.

6AWC3DP9PR wrote: »
If you mean to say that EME simply defer to Bluehole, and Bluehole need confirmation of dissatisfaction from multiple regions before they act in the interest of their international players, then I am not hopeful that we will see major positive change. The inherent fallacy in that logic is that because different regions of the game such as EU and Russia opt to do more than EME, there will be less, if any, communal turmoil about the state of the game.

I don't think there's actually a fallacy in this because publishers (incl. EU and RU) would much rather make their own lives easier if they could. If BHS did "the right thing" so they didn't have to do extra work, it'd be way better for them. So there will always be pressure even from those markets to push BHS when what they're doing isn't seen as appealing, even if they end up taking action to intervene anyway. It's not like they want to intervene (it's pure cost for them), they just do it because they think it'll make them more money in the end. EME is also doing what they think will make the more money in the end, but I think their "TERA picture" is partially clouded by also having to think about console (and their overall business priorities), so custom intervention for PC can't be leveraged over the long-term (it's just pure sunk cost).

6AWC3DP9PR wrote: »
It is rather the point for more materials to interfere with game design, being that the game design at this moment is unappealing to a wide breadth of the North American playerbase. There should be a certain faith in the players that if there were not a notable issue, we would not be pushing for more mats as feverishly as we are. The insistence to "stay the course" comes across like we are believed to want complete best-in-slot gear handed to us. I'm sure you know such is not the case, but to say acknowledgement from EME on this subject would be appreciated, would be an understatement.

I think everyone's well aware that we are the market that actually did have the "easy road" for many years last gear cycle, with many big events that all-but handed BiS gear to people (and sometimes did!). But it's not like this was without consequence either -- it created an "it's only worth it to play during events" effect, and constant complaints about being "bored." Even markets like EU realize that you can't just make gearing easier and that's it -- that's why they're creating their own extreme content to fill the gap. So, no I don't think they interpret the feedback as people "wanting BiS handed to them," but more like they recognize that BHS's design has made the gear grind itself the game right now, and if they cut that short, they've got nothing else to offer in its place. As much as people complain loudly about all this (and rightly so! the cost and RNG are just hateful!), I'd also be prepared to wager that playtime among regular/veteran players is probably higher now because of the extra grind. Plus, as crass as this is, people feeling the pain for mats probably also helps them sell more things like strongbox keys and those gem/talent boxes. (If they made mats much easier to get in-game, they'd have to bump up the contents of strongboxes even more so they'd feel worth it, and it greats a sort of feedback loop. EU addressed this problem by having unique strongboxes drop in their custom content that can take cash shop keys.)


Anyway, I don't know the answer. I definitely agree that what BHS has done with the gearing system is hurtful and makes people resent playing the game, and this can't be good for the game and its reputation. At the same time, from a business PoV, I certainly can see that intervening to create your own game balance requires a lot of planning to do well and not screw progression up (as happened frequently here in the past), plus is a pure cost that can't be leveraged for anything else. So, it seems to me that all we can do is keep providing as much vocal but constructive feedback as possible on what exactly the pain points are, and constantly lay that at EME's feet. If this aligns with their metrics and they can see clearly that the status quo is causing them to lose more money than they could make by taking another approach (either on EME or BHS's side), I expect something will change.
It's not freedom; they have as much freedom as EU or more. But making custom changes for PC can't be leveraged for console as well (where they publish worldwide), so it's wasted money for them. It's better for them to push BHS to make the base game better, which applies to PC and Console by extension, not make custom and temporary local-market changes to PC that will just get thrown out (as EU is doing). But of course, the problem is that BHS doesn't want to change the game to be more like what NA players want, unless it agrees with the whole rest of the world (incl. Asian markets). And so that's why we're in the position we're in.
HLK76PFWXT wrote: »
And improve the buddy up rewards for once.. the EU version has some pretty cool looking mounts and it is definitely worth to do the buddy up over there.

The Buddy Up rewards actually were just revamped significantly here to have at least "better" rewards for both the veteran and the novice. I listed the new table here. Whether it's as good as EU or not, I'm not sure, but at the very least it was just recently improved.
spung wrote: »
spung wrote: »
the values remain equal only with the entropy token . with the meta you have to think well about what you will change for the simple reason ... they are easy to farm..

That doesn't answer anything. You can make them as hard as you want to farm each material but the issue remains. Why are mats depreciated in token count once they are dismantled when the same mats are being sold in the same shop.

Is there any sane person that can answer this simple question.

In general the logic would be: if it's something that drops as loot, they wouldn't want you to be able to trade-in the ones you farm "at cost" to exchange for other items. (That's why you pay the 3:1 penalty.) If it's something that no longer drops, they don't care and if you have it you can trade it in "at cost". In principle, it's the same reason as how items you can buy at gold merchants have a sale value that's lower than the purchase price: so that if you get them as drops, you can't get 100% of the purchase price back as gold.

That said, it's quite possible that this principle wasn't followed consistently (either when the merchant was created, or due to changes since then) and is out of date now.

For gold valued items, that's not actually the reason. The reason why items are valued less than merchant cost so that people cannot use it as means to transfer gold to other servers. These items however have monetary value, Meta on the other hand doesn't. Most items that drops from dungeons (if not all of them) you'll never find merchants selling any of it (besides battle aids).

It's both reasons, honestly. Meta is still a "currency" and when they distribute items to drop in various content, the don't want them to just swap them out for other drops. Otherwise, they would have the content drop metas directly so people can choose the reward they want, but they didn't do that. So, droppable items will never dismantle into their full purchase price.

spung wrote: »
Still that logic doesn't make sense if one player decides to dismantle one material they originally bought from the shop (not farmed) and at one point don't need it... and now they get back 60% less or whatever random ratio that was set for that mat.

But that really doesn't matter -- I mean, again, if you buy something from a gold merchant and later change your mind and go to sell it, you won't get all your gold back. Meta is just another form of currency, albeit a more limited one. And besides that, there's no reason to do what you describe anyway -- just trade in the metas for the items you need at the time you need them.


If things on the meta merchant are too pricey and need to be rebalanced, I think that's a different discussion, but I don't think they'll change all the contents to dismantle at the full price, except if/when that item doesn't drop anymore. (Which, incidentally, is exactly what they did when they phased out other gold-merchant consumables in the game; they could then be sold back for the purchase price.)
Christin wrote: »
Apparently, they haven't updated the Steam file in a while and are just patching an old file. Therefore, Xingcode was downloaded onto my system and really has't been completely removed from the game. Hence my creating this thread in the first place. Thanks a bunch! I should have known when no staff bothered to chime in to verify Xing had been removed from the original install files.

So just delete the folder. It doesn't install any system files, registry entries, or anything unless you actually start the game as Admin, which Steam does not do, and as soon as you start the launcher from Steam it will patch the game up to the latest that doesn't use it. So you can just delete the files.
spung wrote: »
the values remain equal only with the entropy token . with the meta you have to think well about what you will change for the simple reason ... they are easy to farm..

That doesn't answer anything. You can make them as hard as you want to farm each material but the issue remains. Why are mats depreciated in token count once they are dismantled when the same mats are being sold in the same shop.

Is there any sane person that can answer this simple question.

In general the logic would be: if it's something that drops as loot, they wouldn't want you to be able to trade-in the ones you farm "at cost" to exchange for other items. (That's why you pay the 3:1 penalty.) If it's something that no longer drops, they don't care and if you have it you can trade it in "at cost". In principle, it's the same reason as how items you can buy at gold merchants have a sale value that's lower than the purchase price: so that if you get them as drops, you can't get 100% of the purchase price back as gold.

That said, it's quite possible that this principle wasn't followed consistently (either when the merchant was created, or due to changes since then) and is out of date now.
Partyblast wrote: »
Yes the event has an item exp addition to it but that isn't what the OP is asking for, he's asking about the double monster XP buff, which EME hasn't done in quite awhile.

Incidentally, I suspect the reason why we don't have monster XP buff events much anymore is partly because of TERA Reward tiers. Since the TERA Reward XP Buff is cumulative (based on the subtotal, not a line item), the buff you get even at tiers 5 or 6 can add up real quick (never mind tiers 8+), and is on all the time. Obviously that doesn't apply to new players, but that's why they give out 100% XP scrolls and the instant +1 levels during leveling events.

As much as I like leveling XP events, I have a hard time really making a good argument that leveling needs to be sped up much more than it already is at this point, particularly if you have Elite + a modest TERA Rewards tier.
voidy wrote: »
I don't get it. What so good about that event?
Probably that you get double the money for running dungeons.

I do sort of wonder why Gameforge gets more freedom than Enmasse in terms of content development. I understand that EME is owned by Bluehole, but that shouldn't gimp them this hard, right? For example, earlier today Gameforge unveiled their plans for a EU-specific dungeon that can have up to 30 people in it, and I'm left wondering why EME, who is supposed to be super close with the actual Korean dev team, hasn't gotten anything similar in over a year. The last thing we got in terms of custom dungeon content was sky cruiser extreme, and that's really too bad in my opinion. Just feels like it should be the other way around, where the publisher being funded by the parent company gets more resources than some independent publisher operating in Europe somewhere, but whatevs.

None of this is meant to disparage anyone's efforts, since it's obvious that EME has been trying to get people back into the game lately. I just lie awake at night wondering about this sometimes.

I discussed this in another thread recently, but I don't really think it's freedom, exactly. GF changed the balance of the game in such a way that they need to keep adding extreme end-game content. Their model is basically: get people geared, create extreme content, drop unique lootboxes in that extreme content and sell cash shop keys (this case "Eyes of the Desert"; rare loot or on the cash shop). They can only make this work because they have people on-staff internally that can create this sort of experimental content without BHS's direct involvement (because BHS isn't doing it; GF invests their own resources). The more they push people into their exclusive content the more worthwhile it is to do it, hence they need to get people geared more easily.

EME have no people with the skills to create that kind of exclusive content (nor, I presume, do they have budget to hire/train someone to do it), and neither do most of the other publishers. Therefore, without being able to create new extreme content to do in end-game, they stick with BHS's content and balance on the whole (and making gearing itself the "content").

In order for us to get something similar, most likely BHS themselves would have to be convinced that this model of progression is better and ultimately more profitable for the game worldwide. Otherwise, EME would need to decide that it's worth spending extra specifically on TERA PC to hire people to develop this kind of custom content themselves. (Which would mean that the EME/BHS parent company/group is now paying different teams in different markets to do similar and in some ways competing/countering work.) Main business factor that likely weighs against that, besides cost: work done specifically on this can't easily be leveraged across EME's other products including TERA Console, and it would be a constant/endless and time-consuming cycle of create and discard. In most businesses, you'd normally see this as a poor investment. But, as I said, I suspect GF can make this work because they happened to have/find people with the appropriate skills to do it and a business model where they can recover their costs. The fact that their TERA team is 100% focused on PC (since EME got the global publishing rights for console) means they can put all their TERA talent in one basket (whereas EME has some of the main TERA staff working on console, including their recent launch in Japan).

TL;DR: it really seems like it's just a strategic business decision from top management.

Obviously I know that my explaining it doesn't solve any problem for us, but that's what I think is going on here, anyway.
It is gone. If you have an existing install, you can delete the folder. The patch notes had the instructions to do so.
Based12 wrote: »
Where are you playing from? I was speaking someone from South America on Discord these last few days, and they also noticed about a 100ms increase in their ping times, which appears to be due to intermediary ISP routing changes as it travels into Miami (before it hits Zayo, etc.). If you're coming from the same part of the world, you may be hit by this same routing change. In this case, it doesn't look like something EME did (or related to the Savvis/Zayo issue), but some sort of intermediary change for some reason.

Yes i'm playing from south america, by doing the traceroute and comparing it to the one i did like 1 week ago, something happens when going into the US, it's super unfortunate because nethier EME or i can fix it, just wait for it to randomly go back to the good route.

Yeah, it sucks. :( The only real thing you can try to do is find a VPN provider that somehow uses a different way to get into the U.S. -- obviously that shouldn't be required, but as you said, there's not really anyone either of you can call to fix it, sadly.
Where are you playing from? I was speaking someone from South America on Discord these last few days, and they also noticed about a 100ms increase in their ping times, which appears to be due to intermediary ISP routing changes as it travels into Miami (before it hits Zayo, etc.). If you're coming from the same part of the world, you may be hit by this same routing change. In this case, it doesn't look like something EME did (or related to the Savvis/Zayo issue), but some sort of intermediary change for some reason.
Just to confirm, are you playing from a supported region for this version of the game? That could explain the error you're getting.
Vulcarion wrote: »
Nopi wrote: »
SageWindu wrote: »
(lots of info)

Are you implying that one of the major reasons for material drops and allocation being scaled back was actually because we were progressing too fast? I'm having a hard time understanding why that matters, unless it's the usual "The hardcore players will get bored!" nonsense.

I think it's more simply because this is the way BHS made the game, and today's EME thinks (or was told) it's not their place to second-guess the game developers for fundamental game balance aspects like this (just to send along player feedback). I would say that the game developers believe this current progression pace is normal. But I also think they generally want the game to be more grindy (and certainly much more RNG) than people in this market like, and they certainly don't reflect the cultural difference well.

Today's EME does add events that have a small/measured impact on various things (like the extra drops in DS, for example, and all the regular rotating events). And I would say, within those sorts of constraints, they've been very responsive to doing what they're able to do. But the days of making big permanent changes, altering built-in reward systems, adjusting permanent drop tables, or intentionally making high-end progression faster/easier seem to be gone (at least for now?).

Of course, they might still run some event at some point that is more focused on high-end gearing than this one was, but I don't expect anything "game-changing."

Then BHS should be rather angry at how GF is managing their region.

Yeah, it really doesn't make sense. GF is free to enact their interpretation of how core progression items can be obtained, yet for some reason, EME isn't. Maybe its an order from BHS, and they haven't caught up with GF yet (I think GF only started doing that in RK patch? idk). Or, maybe BHS is just a scapegoat, and EME believes they'll get better revenue from following the korean freemium/grind-your-life-away model. Hard to tell tbh.

I don't think it's about freedom or anything, it's about workload, and in the end I'm sure BHS cares most about results (so it's not like BHS will be mad as long as they're making money). It's not like GF only made progression easier and that's it. They added extreme content to the game, and created cash shop items that leveraged the extreme content. So they created an entire "custom balance" for the game (and economy) that still made money and retained customers. But that's an awful lot of money invested on GF's side to almost make their own version of the game. As far as I know, none of the other publishers worldwide are doing that (at least, not to that degree).

Every company has to choose where it makes sense to invest their time/resources for maximum RoI. In the case of EME, where they're a sister-company to BHS, having people in the Korean office do work and have someone in the North American office do work to undo/alter that work (and keep up with those changes every subsequent build) could easily be seen as a waste of money. I imagine EME would rather their employees spend time doing the things only they can do, not doing things BHS should be doing.

Of course, none of that explanation makes the situation better for us players, so please don't take this as a justification or "defense" of what they're doing. I would *really like* if they made a custom build of TERA that addressed in particular the borderline-obsession BHS has with RNG slot machines in nearly every aspect of progression, which makes everything hateful. Technically speaking they have the ability to do it, and so that's what makes the fact they're not more frustrating. But in the end, this is why I said that the point that really matters here is reinforcing clearly the pain points for what we've got. If the pain gets strong enough, and the effect is visible enough on the metrics (money, playtime, logins, etc.) sooner or later they'll have to find some way of addressing it.
SageWindu wrote: »
(lots of info)

Are you implying that one of the major reasons for material drops and allocation being scaled back was actually because we were progressing too fast? I'm having a hard time understanding why that matters, unless it's the usual "The hardcore players will get bored!" nonsense.

I think it's more simply because this is the way BHS made the game, and today's EME thinks (or was told) it's not their place to second-guess the game developers for fundamental game balance aspects like this (just to send along player feedback). I would say that the game developers believe this current progression pace is normal. But I also think they generally want the game to be more grindy (and certainly much more RNG) than people in this market like, and they certainly don't reflect the cultural difference well.

Today's EME does add events that have a small/measured impact on various things (like the extra drops in DS, for example, and all the regular rotating events). And I would say, within those sorts of constraints, they've been very responsive to doing what they're able to do. But the days of making big permanent changes, altering built-in reward systems, adjusting permanent drop tables, or intentionally making high-end progression faster/easier seem to be gone (at least for now?).

Of course, they might still run some event at some point that is more towards high-end gearing than this one was, but I don't expect anything "game-changing."
Is there any other version of the game where the delay is different? (As in, do we even know if this is something publishers can change?)
Nopi wrote: »
We've told them extensively the needs and feedback about the gearing process, and even concerns about this event and how it would be received. In the end, as I alluded to earlier, the broader conversation that needs to happen about why BHS has made end-game gearing so exasperating and why EME is choosing to let them run the show in this area (to not interfere with fundamental gear progression anymore, unlike the past with the crazy events) is above player council's "pay grade" (which is, of course, zero). We keep giving the feedback.

It is why the other poster suggested, and I kind of agree with, that the council could be allowed to run gearing up events. I and a few others feel that it could be a win-win thing. So maybe instead of repeating yourselves over and over again when talking to EME about the needs of the player base, ask them instead for more chances to run the events yourselves.

It's not really the issue; we'd certainly be forbidden from doing the things people want because it would interfere with BHS's intended game balance. That's exactly like what Spacecats did in the past, and they're not doing that anymore. It's not because they don't know *how* to do it, or don't know what could be done, it's because they made a conscious decision to stop doing that now. That's exactly why I suspect they did things like remove the permanent double vanguard items -- because having it be permanent interfered with BHS's intended design/progression too much. Instead, they run it as occasional events so the impact is mitigated.

It's not about people "playing the game to know what needs to be done". It's about a conscious decision or directive (I don't know for sure who made the call) to trust the game developers' opinions about how progression should work rather than intervening in a major way. Regardless of their own personal opinions, they're fundamentally letting BHS make the call about issues like this, because it's their job to balance their game. Whatever events EME runs these days are designed to not singlehandedly tip any scales, just maybe ease certain issues here and there to some degree, and hopefully hopefully make things a bit more fun/rewarding without breaking things (e.g. added drops in Dreadspire, etc.).

(I will say that we have some very good people who give input on event loot tables and staff that are responsive to that feedback, though again, there are constraints on what people are allowed to do, and those constraints will prevent major action on this topic.)

So, we give feedback, community team relays the community's feedback to key EME and BHS folk, and BHS would have to make a decision to change the game. And I think they're unlikely to do that unless all the other major global regions concur.

I'm not saying this philosophy couldn't change -- after all, it was different before -- but that's basically where we're at. They try to run events that add some spice and make things a bit more fun, but not in a game-altering way, and what people ultimately are asking for here (taking significant action to ease the pain of end-game gearing grind/cost) would be seen as game-altering. Of course, the more people ask and make that pain felt with objective evidence/data, the more likely it is something might happen.


(By the way, to be clear, I know *full well* that the opinion of the community (that I often share) is that trusting the game's developers on progression or balance is the *last* thing anyone should ever do to make the game appeal in this market.)
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