Tera News - official and non official
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Re: Tera News - official and non official
Evolution Patch
Read the patch notes translated by Cori on Tera.eu.
What do you think about this?
For me, it seems very interesting, specialy considering that we will have those patch at release. It seem extremly PVP oriented. The game seems very different from standart MMO in term of goals and purposes. What stress me a bit is that in Guild Vs Guild the Guild Master bring 10 points. Wich mean that the GM better have to be a excellent PVPer, which I'm not huhuhuhuhu
Read the patch notes translated by Cori on Tera.eu.
What do you think about this?
For me, it seems very interesting, specialy considering that we will have those patch at release. It seem extremly PVP oriented. The game seems very different from standart MMO in term of goals and purposes. What stress me a bit is that in Guild Vs Guild the Guild Master bring 10 points. Wich mean that the GM better have to be a excellent PVPer, which I'm not huhuhuhuhu
Re: Tera News - official and non official
Futur Plans in K-Tera
Copied-pasted from the translation of Cori. You can find the thread on TeraEU here
The korean site Inven had the opportunity to interview TERA's Art Director Woo Seung Lee about the game's current state, future plans and updates.
I'll only highlight the interesting parts of the interview:
What's to be expected in November's 2nd Evo update?- they are ready to implement Evolution's second part and in addition to that they already have the next big update ready!
Have they forgotten about Priest balancing (previous notes from Blue)?- Priest balancing has been delayed as it takes a lot more time to analyse the data than previously expected compared to Warrior, Archer and Slayer balancing, which can be done a lot quicker and easier
Any additional info on the party matching system?- the cross-server party matching system will have additional/random compensations
Current GvG system has no special rewards, what should motivate the players?
- the development team has received the current GvG system's feedback from players, the idea behind it's current mechanism was that guilds could freely battle eachother without any pressure to claim rewards. Future updates will introduce another form of guild battles.
How is balancing tested at BHS?
- an internal testing group of 60 people do the testing who are then supervised by a QA team of 6
What's to be expected beyond Evolution?
- the next upcoming major update will introduce new zones, new skills and a new level cap. The new cap will be somewhere between 60-65.
- in addition to the new zones, large scale PvE battles are planned for 20 players (large raids yay)
Any info on the "Fragments of Dream" (a major update after Evolution from the roadmap picture)?
- the teams are currently in the process of adjusting the schedules, contents and priorities of the update
- the soon to be introduced cross-server party matching system and the large scale PvE battles are just one of the stepping stones for SvS
Political System, PvP and SvS plans?
- the PK system state is still not final, those players who want to be "bad" can now do so by becoming an Outlaw, it has it's penalties of course... anpther concept behind Outlaws was that this way players could easily dispose of botters
- SvS and a broader Political System are still planned but the focus for now is on PvE content with large scale battles as previously mentioned
jTERA's update progress?
- jTERA is about 2-3 months behind kTERA but the recent updates can be easily adapted for the japanese audience
Copied-pasted from the translation of Cori. You can find the thread on TeraEU here
The korean site Inven had the opportunity to interview TERA's Art Director Woo Seung Lee about the game's current state, future plans and updates.
I'll only highlight the interesting parts of the interview:
What's to be expected in November's 2nd Evo update?- they are ready to implement Evolution's second part and in addition to that they already have the next big update ready!
Have they forgotten about Priest balancing (previous notes from Blue)?- Priest balancing has been delayed as it takes a lot more time to analyse the data than previously expected compared to Warrior, Archer and Slayer balancing, which can be done a lot quicker and easier
Any additional info on the party matching system?- the cross-server party matching system will have additional/random compensations
Current GvG system has no special rewards, what should motivate the players?
- the development team has received the current GvG system's feedback from players, the idea behind it's current mechanism was that guilds could freely battle eachother without any pressure to claim rewards. Future updates will introduce another form of guild battles.
How is balancing tested at BHS?
- an internal testing group of 60 people do the testing who are then supervised by a QA team of 6
What's to be expected beyond Evolution?
- the next upcoming major update will introduce new zones, new skills and a new level cap. The new cap will be somewhere between 60-65.
- in addition to the new zones, large scale PvE battles are planned for 20 players (large raids yay)
Any info on the "Fragments of Dream" (a major update after Evolution from the roadmap picture)?
- the teams are currently in the process of adjusting the schedules, contents and priorities of the update
- the soon to be introduced cross-server party matching system and the large scale PvE battles are just one of the stepping stones for SvS
Political System, PvP and SvS plans?
- the PK system state is still not final, those players who want to be "bad" can now do so by becoming an Outlaw, it has it's penalties of course... anpther concept behind Outlaws was that this way players could easily dispose of botters
- SvS and a broader Political System are still planned but the focus for now is on PvE content with large scale battles as previously mentioned
jTERA's update progress?
- jTERA is about 2-3 months behind kTERA but the recent updates can be easily adapted for the japanese audience
Re: Tera News - official and non official
Rofl Elloa xD, get a massive "meat-wall" in front of you and you will be fine
Great news, Thanks for sharing it!
Great news, Thanks for sharing it!
A.O.D- Posts : 367
Join date : 2011-08-23
Age : 40
Location : Sweden
Re: Tera News - official and non official
might be worth checking it out on k-tera
and does anyone already know the command for the sit emote
and does anyone already know the command for the sit emote
amuatama- Posts : 233
Join date : 2011-06-02
Age : 47
Location : Swiss
Re: Tera News - official and non official
Saw this on the EU forum and well. Looks ok for now. Way better than what Ktera is now.
Acharial- Posts : 690
Join date : 2011-06-11
Age : 35
Location : Sweden
Re: Tera News - official and non official
Nice work and thanks for sharing.
A.O.D- Posts : 367
Join date : 2011-08-23
Age : 40
Location : Sweden
Happy New Year from "En Masse"
Happy New Year from En Masse Entertainment
January 6, 2012
By Brian Knox, Senior Producer
If 2010 was the year we debuted TERA, then 2011 was the year we refined, polished, and perfected TERA to live up to the expectations we set.
The year went quickly as development milestones flew by and we moved from goal to goal. We opened 2011 with the most important event of the year—TERA's Korean launch in January. At that point, we had paying customers to whom we were accountable. For En Masse and Bluehole, this was a critical step toward becoming a global product, because our teams had to learn to balance the needs of multiple territories. It took us time to hit our stride, but we are now in sync and pushing forward, both creating new content and polishing current content. The game that launched in Korea and the game that will launch in North America are staggeringly different—we've made significant changes. Everything from game balance to all-new game features to critical security needs have finally come together. Hardcore fans like you, who've been with us since our first focus group test, will truly appreciate how far we've come—and how much your feedback has affected the game—when you get your hands on it in 2012. We've listened to you, and you'll see a finished product ready for you to play!
As the year progressed, we spread word of TERA through community and trade shows. We had a blast at each show—meeting with our fans and showing off the game to the press is always rewarding. At each and every event, we believe we created a memorable demo experience that captured the heart of what TERA is—not an easy thing to do for a vast MMO in 20 minutes. We even walked away with awards, including Game Informer's Best PC Game at E3. More importantly, though, we walked away with people talking about what a game-changer TERA really is in the MMO market.
I would be remiss if I didn't mention one of the less sexy but more critical things we accomplished over the last year. Our platform team has built something from nothing to meet the support needs of our customers. So many tools are taken for granted. The launcher, the installer, the forums, the account management system, the customer support tools, the data center build-out, security measures and serial code generation—these are the tools or systems that never get any love if they're working, but get all the blame once something goes wrong. It can be thankless work, but it's critical to the success of En Masse and TERA.
As the game, marketing, and platform come together, we believe we've created something special—a product that will raise expectations in the industry for game and service experience. It may sound cliché, but this is just the beginning. We are already focusing on what's next for TERA after launch. What content are we developing? What events should we run? How can we improve our service even further? Launch itself is critical, but preparing for those first 30, 60, and 90 days afterward is just as important.
The final leg of our journey starts today, and soon the world of TERA will open up to all who are willing to brave it. We are excited to go on this journey with each and every one of you and look forward to seeing you for the launch of TERA—and more importantly, the adventures beyond...
January 6, 2012
By Brian Knox, Senior Producer
If 2010 was the year we debuted TERA, then 2011 was the year we refined, polished, and perfected TERA to live up to the expectations we set.
The year went quickly as development milestones flew by and we moved from goal to goal. We opened 2011 with the most important event of the year—TERA's Korean launch in January. At that point, we had paying customers to whom we were accountable. For En Masse and Bluehole, this was a critical step toward becoming a global product, because our teams had to learn to balance the needs of multiple territories. It took us time to hit our stride, but we are now in sync and pushing forward, both creating new content and polishing current content. The game that launched in Korea and the game that will launch in North America are staggeringly different—we've made significant changes. Everything from game balance to all-new game features to critical security needs have finally come together. Hardcore fans like you, who've been with us since our first focus group test, will truly appreciate how far we've come—and how much your feedback has affected the game—when you get your hands on it in 2012. We've listened to you, and you'll see a finished product ready for you to play!
As the year progressed, we spread word of TERA through community and trade shows. We had a blast at each show—meeting with our fans and showing off the game to the press is always rewarding. At each and every event, we believe we created a memorable demo experience that captured the heart of what TERA is—not an easy thing to do for a vast MMO in 20 minutes. We even walked away with awards, including Game Informer's Best PC Game at E3. More importantly, though, we walked away with people talking about what a game-changer TERA really is in the MMO market.
I would be remiss if I didn't mention one of the less sexy but more critical things we accomplished over the last year. Our platform team has built something from nothing to meet the support needs of our customers. So many tools are taken for granted. The launcher, the installer, the forums, the account management system, the customer support tools, the data center build-out, security measures and serial code generation—these are the tools or systems that never get any love if they're working, but get all the blame once something goes wrong. It can be thankless work, but it's critical to the success of En Masse and TERA.
As the game, marketing, and platform come together, we believe we've created something special—a product that will raise expectations in the industry for game and service experience. It may sound cliché, but this is just the beginning. We are already focusing on what's next for TERA after launch. What content are we developing? What events should we run? How can we improve our service even further? Launch itself is critical, but preparing for those first 30, 60, and 90 days afterward is just as important.
The final leg of our journey starts today, and soon the world of TERA will open up to all who are willing to brave it. We are excited to go on this journey with each and every one of you and look forward to seeing you for the launch of TERA—and more importantly, the adventures beyond...
Re: Tera News - official and non official
Thanks for sharing Elloa!
A.O.D- Posts : 367
Join date : 2011-08-23
Age : 40
Location : Sweden
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