Is TERA worth your $50?

Only 5 days remain to pre-purchase En Masse Entertainment’s TERA-Online.  With several other options appearing on the horizon, The Secret World and GW2 to name a couple, is TERA worth your $50?

My Experience

I always had plans to play TERA.  My brother and I found the game interesting and the combat worthwhile.  As soon as the opportunity presented itself we grabbed a digital Collector’s Edition.  Upon entering the first and second Closed Beta Tests, we both took a step back.  Happy with our choices for each character race/class combination.  We knew what we wanted to play and were ready to do it.  We hopped on during CBT 4 and 5 to test random questions we had and, as every beta tester should, look for bugs.

Skip to the Open Beta Testing.  We chose the RP-PVE server Celestial Hills as our TERA home.  Knowing the general type of community from the forum I didn’t want the sour community taste you would find on the PvP, and some PvE, servers.  The server community for Celestial Hills is wholly helpful, considerate, and gregarious.  If you enjoy the cut-throat, crass, and vocal community that gravitates towards the PvP servers.  Join them now. You’re missing out.

Quest Content

Aside from the main quest line, which is pulling together and becoming interesting, there is little desire or necessity to read the quest material.  Modern MMOs that rely on the quest giver system have streamlined how the player references to the tasks.  With a simple click your minimap will pinpoint almost every objective.  Abridging the process to kill or collect these orange dots on your map.  Good job.

I sometimes enjoy the “monotonous” grind found in games.  Especially if the mobs I’m fighting deliver at least one of two things:

  1. Random rare loot
  2. A challenge

Thankfully both are common and often paired in TERA.  The main quest line provides numerous in-game cutscenes, though there are unfixed issues with audio sync on some.  It’s easy to overlook, but it would be better received if fixed.

The Combat

Action style combat, the selling point for most players when talking about TERA.  Never worry about tabbing or clicking on a target during combat.  I have heard players complain that the combat lacks in certain areas.  That not having the ability to jump and shoot a bow, or throw a spell, or charge an attack diminishes the feeling of “action”.  I understand why they’re saying.  Games like Dragon Nest and Continent of the 9th, boasting action combat, have delivered aerial displays of martial expertise.  Why not TERA?

This is all I can say.  TERA doesn’t feel built to take advantage of a jumping system.  Most of the environment has invisible walls and non-climbable terrain.  The falling physics is bizarre and emulates the feeling of gliding to the ground.  Players who enjoyed Vindictus would be inclined to appreciate the combat of TERA.

Depending on your class you will get a different action experience.  Of all the classes, I enjoyed Lancer the most.  It creates a level of intensity when blocking massive attacks that would obliterate others.

Dungeons

There has yet to be content that my brother and I couldn’t duo.  Him, playing a Warrior, and I, playing a Lancer, have jumped every hurdle we come across.  The first dungeon players can tackle is the Bastion of Lok (BoL), aka the “Secret Base” (SB).

With a handful of HoT potions we combed through the instance at level 22.   It took a couple of hours, but we did it.  This, for us, solidifies the game in many ways.  We don’t want to look for a group sometimes and the fact that we can two man the content is a major selling point.  We tested this out later on the next dungeon Sinestral Manor and were successful again.

Misc.

The political system won’t be seeing any action until the head start, at the earliest.  It’s very possible we won’t get a glimpse until May 1st.

I took a much closer look at crafting and found it to be easy to jump into, but nothing spectacular.

The enchanting improvements are nice, with no drawback to attempting an enchant.

The LFG system is hit and miss.  I didn’t use it, but I heard both complaints and admiration for the tool.  I’ll get back to it.

Having channels should be a must for content that requires multiple groups to fight the same targets.  GW2 is taking us in a new direction for open group play, but the channels are a nice way of alleviating that “why is there always someone killing what I need to kill?” feeling.

I made a guild of 2, take a guess at the other member, and my goal is to run for office of somewhere.  See what the political system has to offer.  Exarch Thrangis!  I like the ring to it.  If only the game had Dwarves.

Should you Buy it?

Well yeah, I bought it didn’t I?  You should always follow my example.

I’m joking. At least partially.

TERA is going to get some flack from the general MMO community for putting a lot of typical, traditional, MMO mechanics into their game.  But, overlooking that it has a lot to offer.  I would recommend this game for anyone who felt let down by SWTOR, not from any personal experience I had in SWTOR but because of the number of players that have come over from SWTOR.  I noticed quite a few.  If you dislike subscription games, hold out for GW2.  If you love GW2, but love subscribing to games (those people exist!) definitely give TERA a shot.

If you didn’t get a chance to test out the game in the OBT last weekend, sorry you missed out.  You’ll just have to browse through the experiences of others to see if you’ll enjoy it. :)

Dive right in

- TTred

A World vs World of Ideas

Finally, we begin to analyze some of the finer details about World vs World (WvW) for GW2.  Earlier today Arenanet provided a blog post going over multiple features of large scale, three-way, PvP.  Most of the article restates information that many GW2 fans are familiar with:

  • Multiscale siege based combat
    • Siege weapons (trebuchets, golems, etc.)
    • Objectives of varying size (keeps, towers, resource camps)
  • WvW has point based competition – “War Score”
    • Used to maintain server rank and keep the system competitive
  • WvW is available to any level player
    • Players scale to level 80 stats
    • PvE acquired gear transfers with the player
      • New gear can be found/dropped in WvW
    • A level 80 player joining WvW will have obvious advantages over a level 1 player (after being scaled to level 80).
      • This is directly similar to the ORvR scaling in Warhammer Online


There are other specific details that I’m sure GW2 fans are aware of, but let’s continue.  The focus and overall goals of WvW is heading in the right direction.  They’re drawing from multiple resources to produce one of the best large-scale open PvP experiences.  I wish them the best in their endeavor.  However, this is where I can suggest some improvements.

Once you capture a keep, all gates and walls are repaired, so don’t hold back your assaults in fear of damaging the structure. Tear down whatever you must to get inside!

This feature plays against a main component available in WvW.  The inclusion of resource camps and “supply” pushes players and their allies to think about how they should interact with WvW.  Thinking about how to win?  A strange idea, right?

Arenanet infers the importance of “supply” in their post.  It acts as a single currency that influences all aspects of WvW; from upgrading keeps and NPCs to purchasing siege equipment.

  • Resource camps create a universal resource called “supply,” and will periodically send out dolyak caravans that deliver supply to nearby allied towers and keeps. Supply can be used to build siege weapons, repair damaged walls, or purchase various upgrades.
  • You can collect supply from that depot if you need some, but only if there is some available. If there is no supply in the depot, you’ll need to escort a caravan so it can deliver more supply to the depot, or get some from a resource camp…

Resource camps and “supply” are pivotal to a successful WvW server.  We can assume this much.  But, then why does Arenanet provide an automated response that removes an additional need for “supply”?  Wouldn’t we want to encourage players to assault/defend more than just the large objectives?

Strategically, if this automated system weren’t in place, it would proceed like so (in a general strategy):

Capture a resource camp > Assault a nearby tower > Repair tower if desired > Assault keep > Use supply from the camp to repair walls/doors/etc.

Sure, you have the “option” of proceeding like this with the current design, but the choice with the same outcome is to simply assault the keep.  Except, of course, you couldn’t “use supply from the camp to repair” anything, because it’s all automatically repaired.  Also, what is the strategy in knocking down anything and everything that stands in your way?  If there’s no benefit to not knocking down everything there exists no reason to think about how you siege a keep.  Simply attack a barrier, whatever barrier you want, and damn the consequences.  Because, it will all be repaired when it’s captured.

How about this?  The siege team focuses on a specific area and minimizes the damage where they can.  If they are successful at capturing the keep then their allies guarding the recently captured resource camp can begin sending in “supply” for speedy repairs.  The added risk of an enemy regathering to capture a weakened keep, or the third faction taking advantage of the situation, makes for much more dynamic PvP.

There needs to be more encouragement to claim resource camps and in turn acquire “supply”.  The simplest way to do so is removing the automatic repair function of keeps.

Large groups of players can only protect so many areas at one time, and since your world’s score is based on how many objectives you hold, running around in one huge group doesn’t help your world nearly as much as it would to break into a couple of smaller groups so you can cover more area.

Key word here is “nearly” as much.  Meaning it’s still a viable…ish strategy.  Perhaps I’m reading in between the lines here a bit, but that tells me I’m going to see a log of “zerging” in WvW.  The easiest tactic is often the most commonly used.

I might be worrying about nothing.  With the maps being as big as Anet described, large, roving, hordes of players may rarely exist.  This is mere speculation.

Server Census

So I tried to get some perspective about the other servers, without actually attempting to play there, through all the tiers, and on both realms: Order and Destruction.  I may have succeeded…to a degree.  I now know of something called Winkl, which is helpful, but only provides information for T4.  I only polled an average of 7 people per server, but when did number matter, right?  I asked some basic questions that I would hopefully get answered; I was hoping to hear what they’ve experienced.  Anywho, here’s what I found:

[Volkmar] – Destruction Sided

Destruction outnumbers Order here 95% of the day.  Most Order feel they have a good challenge in T4 with the large number of Destro that populate Volkmar, but the ORvR is very Zerg heavy Destro side (as would be expected with the population imbalance).  The downside to having such a large Destruction population is the long queues for scenarios.

Prime time for the server is between 3:00 pm and 10:00 pm PST.  With an average of 200+ players on both realms in tier 4 during this time.  Volkmar has a large Oceanic population, so if you’re a late night player you’ll find some company here to play with… m8.

Tier 3 is barren on this server most of the time, but we all know we can blame LOTD for that.  Surprisingly it’s usually Order controlled from what some have noticed, however there springs up some activity on occasion.  The lower tiers, all in all, tend to be active during the prime time until the dust settles in the evening.

I was gifted with some further information on this server, but I’ll gladly take more if I can get it.  If anyone knows more about the lower tiers on this server, inform me.

[Badlands] – Balanced… but poor stability (for now)

A very balanced server from both realm perspectives.  Badlands has recently seen a large increase in their populationTier 4 is currently full of low to mid RR players.  Word of mouth has said that the high RR players are taking breaks or re-rolling lower level characters.  Subsequently, this server has become increasingly prone to lag spikes and players crashing (specifically on zoning or exiting scenarios).  So, even if they are currently balanced in players, perhaps joining this server if you are very active during their down time would be more beneficial to players who don’t want to experience crashes and lag.

The prime time on this server runs a good stretch.  There’s rarely fewer than 250 players on both realms and the big numbers come out from 9:00 am till 11:00 pm PST.  If you’re more active after/before this time, I don’t think you’ll experience as many problems as most of the other players.

Destro’s “elite players” outnumber Order’s “elite players”, however the PUGs (pick up groups) for Order are better than the PUGs for Destro.

The lower tiers currently sway towards Destro (except for T1, which has a healthy amount of Order twinks), so if you roll Order I suspect you’ll find good opposition in the lower tiers.

[Gorfang] – Weird Hours

Gorfang has a strange situation on its hands.  The server has a healthy balance in terms of numbers, they’re all just on different schedules.  More Destro tend to be on during the earlier part of the day, 8:00 am to 5:00 pm PST.  After that the rest of Order pops online for a few hours and then the server quiets down till the next day.

Players agree that Order does well at holding its own in T4 against the slightly favorable Destro population, but the lower tiers generally fall under Destro control throughout the day.

[Iron Rock] – Getting There (Updated 7/15/10)

I would like to get more perspective on our server. Iron Rock is very Order populated in Tier 4.  The lower tiers are balanced during the prime time, with Tier 3 being the exception in some cases (usually one side will have more than the other).

Destruction feels like it has a better pool of good/experienced players through all tiers.  The skill factor falls in their favor more often during scenarios and it’s usually only during ORvR, when Order has it’s zerg together, that Order feels victorious.  The PuGs are split pretty evenly during scenarios and city sieges, but Order tends to have more “premades” in tier 4 because of their larger population.

Prime time for the server is usually in the afternoon, from about 3:00 pm until 9:00 pm PST.  With larger Order activity after 6:00 pm PST.

Overall, we need more Destro on this server.  I would especially request more post-10:00 pm PST (whatever time that falls to in your GMT) players, seeing as Order usually doesn’t get much larger than a warband or so and having more Destro during this time would make for some very fun fights (not as much of a “zerg” feeling).

——

I feel that I learned a little more about the servers.  Hopefully this will help in choosing a server for those who are uncertain of the choices.

- Thrangis “The Red”