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Thread: T.E.R.A.     submit to reddit submit to twitter

  1. #761
    New Odin
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    Kinda odd for them to release the PvP so late considering Koreans are crazy about that aspect as far as I know. Well, they know what they're doing I s'pose. Sure makes Korean gamers look like whiny cunts though lol. I guess they have more options than we do.

  2. #762
    Formerly BGTemp // TERA Fan
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    ^ I often wonder how class balance is maintained between the idea of PvP and PvE. Players are bound to try out different strategies and new things; making PvP harder to balance. Once a monster is programmed in PvE I don't think they change much but maybe HP or dmg dealt etc. /shrug

  3. #763
    Relic Horn
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    PVP works only through the PK system here so it should not be as hard as it seems. I'm sure the balance will come, it's just going to take a little bit longer.

  4. #764
    Sea Torques
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    Vega Castro
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    Midgardsormr
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    Aion is the worst balanced game...gtfo whoever thinks otherwise. Played it long enough and the worst class possible(Chanter) to notice the horrid balance vs glads/sorcs/rangers/clerics

  5. #765
    Cerberus
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    Well that interview looks promising for the future global release. At least they listen to their player base, and pay attention to what they want changed. This is the opposite of SE who got a shitload of player feedback for XIV, then just basically went with "Meh, we know better. They'll play whatever we give them."

    Hope they fix TERA up, can't wait to try it.

  6. #766
    SPOONY BeARD
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    Quote Originally Posted by plue View Post
    Well that interview looks promising for the future global release. At least they listen to their player base, and pay attention to what they want changed. This is the opposite of SE who got a shitload of player feedback for XIV, then just basically went with "Meh, we know better. They'll play whatever we give them."

    Hope they fix TERA up, can't wait to try it.
    Which is exactly the opposite of what the FFXIV dev team is doing now.

    I really want to try TERA though, looks very fun/fast paced.

  7. #767
    Relic Horn
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    Purrrfect Lee
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    Saw stuff about a new trailer on twitter today. Haven't seen it yet but, http://www.g4tv.com/videos/51282/TER...er/?quality=hd

  8. #768
    Chram
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    Alleria

    Is it can be beta time yet?

  9. #769
    Formerly BGTemp // TERA Fan
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    Quote Originally Posted by avelle View Post
    Is it can be beta time yet?
    Yar! Thankfully Feb is a short month! Go go March!

  10. #770
    Relic Horn
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    Stress test, yeah. This won't be beta and chances are no one is really going to get an invite unless you get extremely lucky or have something to do with older stress tests or something. Beta not for around 4 months.

  11. #771
    Formerly BGTemp // TERA Fan
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    Quote Originally Posted by Fenux View Post
    Stress test, yeah. This won't be beta and chances are no one is really going to get an invite unless you get extremely lucky or have something to do with older stress tests or something. Beta not for around 4 months.
    EME will let in a decent new # of people for this "community play" event, but yes, you are right, its not techinically a "beta".

  12. #772
    Relic Horn
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    Yeah JP one was 10,000 players for the 1 server they opened I think. It lasts just a few days and it's only during specific times, but it's usually a test on specific areas so that's cool right off that bat. If you're lucky enough to get in, they'll start you off like at lv.40 and you'll be doing like a lv.40 raid or something, which is what I'm thinking after that Mount Tyrannas video they just released.

  13. #773
    Relic Horn
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    Found this for anyone's who's interested in pics. It's 300 1080p pics from a single player's POV while playing: http://deadendthrills.com/galleries/...f-arborea-tera

  14. #774
    Relic Horn
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    And this pretty cool PVP video too:

  15. #775
    Formerly BGTemp // TERA Fan
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    Quote Originally Posted by Fenux View Post
    Yeah JP one was 10,000 players for the 1 server they opened I think. It lasts just a few days and it's only during specific times, but it's usually a test on specific areas so that's cool right off that bat. If you're lucky enough to get in, they'll start you off like at lv.40 and you'll be doing like a lv.40 raid or something, which is what I'm thinking after that Mount Tyrannas video they just released.
    Oh, I'll be playing. Been in since FGT1 :D

  16. #776
    Chram
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    Quote Originally Posted by BGtemp View Post
    Oh, I'll be playing. Been in since FGT1 :D
    /jealous

  17. #777
    Relic Horn
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    Then you best be streamin', homie.
    Fraps trips on all my setups here so not happening for the most part. I have nice videos but maybe 6 out of a good 40+ attempted.

  18. #778
    Relic Horn
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    Bump from a discussion we might have had a while ago in this thread, or maybe it was another forum, IDK.

    To me the game runs pretty flawlessly, despite being on the Korean servers. I've played just about every single newer MMO including RIFT and C9 and Vindictus, and this one runs and looks, to me, worlds better. But this was the ping problem I didn't know we had til pretty much end of beta.



    Funny how the game is actually twice as fast as what we are playing now.

  19. #779
    Relic Horn
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    02.23.2011 K-TERA Patch notes.
    [시스템 > 전장]
    • 전장이 오픈 되었습니다.
    ν 오픈 된 전장은 5:5 전장인 ‘투지의 전장’과 10:10 전장인 ‘명예의 전장’ 입니다.
    전장에 대한 정보는 'G.O통신'에서 보실 수 있습니다.

    ☞ G.O 통신 전장속으로 바로가기

    [System> TL]
    • You have an open battlefield.
    battlefield open 5:05 jeonjangin 'fight the battle' and 10:10 jeonjangin 'battle of honor is'.
    For information on the battlefield 'GO Communications' can be found at http://pub.cms.hanga...st2/941/4024918


    [시스템 > 전투]
    • 장비 효과 중 ‘스킬 적중 시 나의 HP 회복’ 효과가 중첩 적용 되도록 수정 되었습니다.
    • 장비 효과 ‘스킬 시전 시 MP 회복 효과’가 중첩 적용 되도록 수정 되었습니다.
    • 정령사가 소환하는 소환수는 락온 스킬에 의해 락온 되지 않도록 수정 되었습니다.
    • 회피 스킬을 사용 중인 대상에도 회복, 정화계열 스킬의 락온이 가능하도록 수정 되었습니다.
    • ‘천상의 가호’ 이상 상태 추가
    - 부활 포인트(마을, 전장 내의 부활 지점)에서 부활하면 ‘천상의 가호’ 이상 상태를
    적용 받을 수 있습니다.
    ν ‘천상의 가호’ 효과
    ① 부활 후 10초 동안 PC에게 피격 받는 데미지의 99%를 감소 시킵니다.
    ② PC 피격에 의한 다운 및 경직 발생 확률을 대폭 감소 시킵니다.
    ③ 해당 효과는 스킬을 사용하면 즉시 해제 됩니다.
    ④ 지속시간 동안 모든 디버프 면역효과가 발생하여 디버프로 설정된 이상상태에 대하여
    강력한 내성을 가지게 됩니다.

    • 파티 사냥 시 경험치 수여 관련 룰이 변경 되었습니다.

    [System> fight]
    • Equipment of the effects 'skills in hit my HP recovery' effect has been corrected to reflect nesting.
    • Equipment Effect 'MP recovery skill effect when you cast' has been modified to reflect the nesting.
    • mystic pet summoned by the skill rakon rakon not been corrected.
    • skills to avoid being used to target the recovery, purification, has been modified to be rakonyi of Skills.
    • 'Heaven for the boys' condition further than
    - Resurrection Points (towns, battlefields in the resurrection point) was resurrected from the 'Heaven's mercy on your soul' or the state
    Can be applied.
    ν 'Heaven for the boys' effect
    ① 10 seconds after the resurrection to PC shot 99% decrease of incoming damage.
    ② PC shot down, and stiffness caused by greatly reducing the probability of occurrence.
    ③ If you use a skill that effect will be released immediately.
    ④ All debuff immunity effect for the duration of the debuff is set to occur on or about the state
    Will have a strong resistance.

    • EXP awarded when a party related to hunting rules have changed.
    Posted Image


    [클래스 > 창기사]
    • 창기사의 일부 스킬이 조정 되었습니다.
    - 방패방어
    ν 방어 사용 시 소모 MP가 100에서 30으로 감소
    ν 방어 성공 시 데미지 양에 따라서 MP 자동 감소
    ① 소형 몬스터에게 방어하면, 방어한 데미지의 70% 만큼 mp 소모
    ② 일반형 몬스터에게 방어하면, 방어한 데미지의 65% 만큼 mp 소모
    ③ 중형 몬스터에게 방어하면, 방어한 데미지의 10% 만큼 mp 소모
    ④ 플레이어에게 방어하면, 방어한 데미지의 30% 만큼 mp 소모
    ⑤ 그 외의 대상에게 방어하면, 방어한 데미지의 3% 만큼 mp 소모
    ν 방어 성공 시, MP가 0이하가 되면 다운 발생

    - '연속공격' 명중 시 MP 회복량이 조정되었습니다.

    - 'MP 자연 회복 속도'가 초당 10에서 5로 변경 되었습니다.
    - 방어구 부수기
    ν 방어구 부수기의 효과 유지 시간이 10초에서 12초로 변경 되었습니다.
    ν 방어구 부수기의 소모 MP가 150으로 설정되었습니다.
    - '투지의 문장 – 도약 공격' 추가
    ν 도약 공격의 공격력을 25% 증가 시킬 수 있습니다. (소모 문장 포인트 : 5)

    [Class> Lancer]
    • Some of the prostitutes, the skill has been adjusted to four.
    - Shield (IS THIS A NERF???)
    ν defensive MP consumption when using reduced from 100 to 30
    ν damage depending on how much defensive success automatically reduced MP
    ① When a small monster defense, defending the damage as much as 70% mp consumption
    ② Standard monster defense, the defending mp consume as much as 65 percent of the damage
    ③ medium-sized monster defense, the defending mp consumption by 10% of the damage
    ④ When defensive players, defended by 30% mp consumption of damage
    ⑤ When the other targets defense, defending the damage as much as 3% of consumption mp
    ν defensive success, MP-down occurs when there is less than 0

    - 'Continuous attacks' Hit MP recovery amount has been adjusted.

    Posted Image

    - 'MP spontaneous recovery rate' has been changed to the second 10-5.
    - Armor crush
    ν duration of armor break effect changed from 10 seconds to 12 seconds.
    ν MP consumption of cracking the armor has been set to 150.
    - Glyph: 'Fighting spirit of the sentence - Leap Attack'
    ν leap attack damage can be increased by 25%. (Consumption sentence Points: 5)

    [클래스 > 광전사]
    • 광전사의 일부 스킬이 조정 되었습니다.
    - 무기방어
    ν 방어 사용 시 소모 MP가 100에서 30으로 감소
    ν 방어 성공 시 데미지 양에 따라서 MP 자동 감소
    ① 소형 몬스터에게 방어하면, 방어한 데미지의 70% 만큼 mp 소모
    ② 일반형 몬스터에게 방어하면, 방어한 데미지의 65% 만큼 mp 소모
    ③ 중형 몬스터에게 방어하면, 방어한 데미지의 10% 만큼 mp 소모
    ④ 플레이어에게 방어하면, 방어한 데미지의 30% 만큼 mp 소모
    ⑤ 그 외의 대상에게 방어하면, 방어한 데미지의 3% 만큼 mp 소모
    ν 방어 성공 시, MP가 0이하가 되면 다운 발생

    [Class> Berserker]
    • Some of the Berserker skill has been adjusted.
    - Parry (IS THIS A NERF??)
    ν defensive MP consumption when using reduced from 100 to 30
    ν damage depending on how much defensive success automatically reduced MP
    ① When a small monster defense, defending the damage as much as 70% mp consumption
    ② Standard monster defense, the defending mp consume as much as 65 percent of the damage
    ③ medium-sized monster defense, the defending mp consumption by 10% of the damage
    ④ When defensive players, defended by 30% mp consumption of damage
    ⑤ When the other targets defense, defending the damage as much as 3% of consumption mp
    ν defensive success, MP-down occurs when there is less than 0

    [아이템]
    • 공격속도 부가 옵션
    ν 공격속도 총합이 24%이상일 때 공격 동작의 시간 간격이 맞지 않거나 공격 판정이 이상하게
    발생하는 것을 수정하였습니다.

    [Item]
    • Add option attack rate
    Attack rate 24% greater than the sum of the time interval out of attacks or attack behavior strange decision Has been modified to occur.

    [사냥터 > 인스턴스 던전]
    • 아카샤의 은신처
    ν 아카샤의 은신처 입장 쿨타임을 6시간으로 변경하였습니다.
    ν 아카샤의 은신처 보스 몬스터들(아카샤, 샤르티, 루그리바)의 장비 아이템 드롭 확률을
    2배 상향하였습니다.

    [Hunting> Instances]
    • Akasha's lair
    Akasha's lair cooldown has been changed to 6 hours.
    The drop rate of equipments from bosses (Akash, syareuti, rugeuriba)has been increased by 2 times.

    [사냥터 > 식인종 소굴]
    • 몬스터 캔다리크가 퀘스트 몬스터인 툴린카 우르트의 생성 위치와 겹치던 문제를 수정하였습니다.
    • 퀘스트 몬스터인 툴린카 우르트의 생성 시간을 대폭 단축하였습니다.
    • 지하 1층과 3층의 수로 다리 측면의 넝쿨을 기어오를 수 있도록 하였습니다.

    [Hunting> Cannibal's Lair]
    • Quest Monster kaenda leak monseuteoin tulrinka the creation of Ur, the location update and gyeopchideon issue has been resolved.
    • Quest monseuteoin tulrinka Ur has shortened the construction time of update.
    • 3rd floor of the basement a number of aspects of the bridge has to climb the vine.

    [사냥터 > 악령의 고성]
    • 사령술 연구소 입장 지역 주변의 몬스터 배치를 삭제하였습니다.

    [Hunting> evil castles]
    • Research position saryeongsul monsters around the area of deployment has been deleted.

    [퀘스트]
    • 파티원의 레벨에 의한 반복 퀘스트 진행 불가 처리
    ν 파티원 중 반복 퀘스트의 최대 수행 레벨을 초과하는 pc가 있을 경우 더 이상 반복 퀘스트가
    진행 되지 않도록 수정 되었습니다.
    ν 일반 반복 퀘스트의 최대 수행 레벨이 대상 몬스터 레벨 +5레벨로 조정 되었습니다.
    ν 길드 반복 퀘스트의 최대 수행 레벨은 변경 되지 않았습니다.
    ν 미션 퀘스트, 1회성 퀘스트, 전장 반복 퀘스트는 해당 되지 않습니다.
    ※ 반복 퀘스트와 관련한 02월 22일 공지 내용으로 혼동을 드려 진심으로 사과 드립니다.

    • 생명의 계곡 ‘태고신의 파편’
    ν 태고신의 파편 진행 시 성지의 수호자가 생성 되지 않던 문제를 수정하였습니다.
    ν 태고신의 파편의 목표 몬스터에서 ‘성지의 수호자’와 ‘작은 성지의 수호자’를 퀘스트 목표 대상에서
    삭제하였습니다.
    ν 태고신의 파편을 진행하던 특수 공간의 일부 웅덩이에서 ‘엘린’과 ‘포포리’ 종족 캐릭터가
    수영상태가 되던 문제를 수정하였습니다.

    • 얼어붙은 해안 ‘여신의 진실’
    ν 퀘스트 아이템인 '역류의 각인'을 사용 후 삭제 처리하도록 수정하고, 상점 판매 가능하도록
    변경하였습니다.

    [Quest]
    • repeat the quest by the level of party members can not continue processing
    ν repetition of party members in excess of the quest for maximum performance level, if there is no longer repeated pc quest has been modified to prevent progress. (this means no more plvling by repeatable quest??)
    ν regular repetition maximum performance level of the quest monster level of the target level is adjusted to +5. (was +4)
    Guild Quest ν repeat performance levels did not change the maximum.
    ν Mission Quest, a one-time quest, that quest will not repeat the battlefield.
    ※ repeat the quest and notices relating to the confusion, February 22 I sincerely apologize for the inconvenience.

    • Valley of life, the ancient god of the debris' (campaign quest)
    ν ancient guardians of the Holy Land at the new progress of the fragments did not generate the problem has been fixed. The goal of the new fragments of ancient monsters ν in the 'guardians of the Holy Land' and 'protector of the small shrine' target in the quest have been removed.
    ν fragments of an ancient god of the chemical part of a special space in a puddle 'elin' and 'popori' racial character fixed an issue that has been swimming conditions.

    • Frozen Coast 'Goddess' truth'
    ν quest item 'engraved in reverse' is used to process and then delete, edit and store sales to be has changed.

    [기타]
    • vista, window7/32bit 환경으로 악령의 고성에서 플레이 시, 튕김현상 발생을 개선하였습니다.
    • 게임 전반적인 렉 현상을 개선하였습니다.
    ν 파티원의 이상상태가 변경되었을 경우, 발생할 수 있는 렉 현상을 수정 하였습니다.
    ν 패시브 스킬 아이콘, 전장 아이콘, 모닥불 아이콘, 메달 아이콘 등이 로딩될 때 발생할 수 있는
    렉 현상을 수정 하였습니다.
    ν 경험치 습득 이펙트 관련 렉 현상을 수정 하였습니다.
    ν 호문쿨루스나 플레이어의 이름이 한꺼번에 많이 로딩될 때 발생하던 렉 현상을 수정 하였습니다.

    [More]
    • vista, window7/32bit environment while playing in the castle of evil spirits, have improved the situation arise Bounce. (was really low FPS in this place even with decent PC)
    • Leg symptoms have improved overall game.
    ν party has changed its state of the above cases, the rack can cause the phenomenon has been modified.
    ν passive skill icons, icon battle, fire icons, medals, icons, and can occur when loading
    Leg symptoms has been revised.
    Leg symptoms related effects ν learning experience has been revised.
    ν homunkulruseuna player's name at a time when many were loaded rack phenomenon has been revised.
    Clean translation soon to come. Google translate will have to do for now. : (

  20. #780
    Banned.
    Account locked at request of user.

    Join Date
    Feb 2006
    Posts
    9,841
    BG Level
    8

    • Leg symptoms have improved overall game.
    oh thank god

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