TERA RuliwerInterview: Upcoming KTERA Summer Festival

06/29/2013 / Comments Off

Q. What do you have planned following the summer update?

The general goal is to answer the needs and wants of the players. We have plans for a cap raise as well as new PvP content. We are preparing these keeping in mind both the casual players and the hardcore players.

Q. When can we expect a level cap raise?

Unfortunately we cannot answer yet but let’s just say we are preparing for it.

Q. Please give us a general idea of the upcoming summer festival events.

With the F2P transition we have gained a lot of new players to TERA. We had recently released the Federation content update but we could not fully satisfy the players with many saying “please give us new instances we don’t need this.” After hearing their voices we solidified the plans of completing the instances we had been preparing and because the majority of TERA’s playerbase will be going into summer vacation we pushed to synchronize the release for summer.

We had originally planned to only release the Magician’s Fortress but with everyone excited and hoping for more after the Federation update we decided to push forward the rest of the instances as well. We have created a sort of “instance dungeon package” with the new instances and set gear that is obtained from them. Of course, there will also be a new set of swim wear costumes.

Q. Could you tell us more about the “Party Incentive System” that will be introduced with the Magician’s Fortress?

The drop rate has always increased with more players in the party but this time around not only will the rate be increased but also the number of items that will drop. While gathering a full party may take some time we wanted to reward the players accordingly for their efforts.

Q. The “Festival of the Sun” is an event with a lot of mini-games, could you tell us about the rewards?

For the festival we’ve introduced the “rug”. There are some minor rewards from completing the quests and once you’ve completed all of them you can obtain the “Magic Carpet”. Reward NPCs will be stationed at all major cities. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

TERA Celebrates One-year Anniversary

06/29/2013 / Comments Off

Tera has more than 1.5 million registered users according to En Masse (half a million of which were picked up after its transition to free-to-play), and is dedicated to keeping the game updated with fresh content and features. Upcoming content includes an expansive 20v20 battleground that asks players to defend and control strongholds with the aid of tanks, cannons and airships, and the introduction of the innovative, player-driven alliance system, due to arrive this summer.

Fantasy action MMO TERA turns one year old today, and En Masse is celebrating by throwing a month-long party through the end of May, including a loading screen contest which will feature winning fan submissions as loading screens in the game, daily in-game tasks which reward players with raffle items, a new 10- and 20-person Kelsaik raid and in-game mystery boxes filled with rare and valuable prizes.

The game launched in North America on May 1, 2012 to much fanfare. TERA offers a true action MMORPG experience by featuring a real-time contextual action combat system, and has established a dedicated community of fans over the past 12 months with over 1.5 million registered users. En Masse Entertainment re-launched the game under a  subscription-free model in early 2013 as TERA: Rising, the next evolution of the award-winning action MMORPG.

Tera has more than 1.5 million registered users according to En Masse (half a million of which were picked up after its transition to free-to-play), and is dedicated to keeping the game updated with fresh content and features. Upcoming content includes an expansive 20v20 battleground that asks players to defend and control strongholds with the aid of tanks, cannons and airships, and the introduction of the innovative, player-driven alliance system, due to arrive this summer.

The game launched in North America on May 1, 2012 to much fanfare. TERA offers a true action MMORPG experience by featuring a real-time contextual action combat system, and has established a dedicated community of fans over the past 12 months with over 1.5 million registered users. En Masse Entertainment re-launched the game under a  subscription-free model in early 2013 as TERA: Rising, the next evolution of the award-winning action MMORPG. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

TERA NA Rising Surpasses 1.4 Million Players

06/29/2013 / Comments Off

TERA’s free-to-play transition with the TERA: Rising update has provided quite a boon

to the action MMOG’s playerbase in both NA and EU. Last week EU publisher Gameforge

announced that its playerbase had increased by more than 500,000 players since the

launch of TERA: Rising. Following suit this week, En Masse Entertainment announced

that player accounts for the NA version of TERA: Rising have risen to over 1.4

million users.

“We’ve been blown away by the waves of players logging into TERA, and we’re seeing

amazing growth in both registrations and daily users. It’s always great to eclipse

the one-million-player mark, and at our current rate, it won’t be long before we hit

two million,” said Chris Lee, CEO of En Masse Entertainment. “This success is pushing

En Masse even harder to deliver more content and improve our service, so stay tuned!”

To celebrate the success of the TERA: Rising launch, En Masse is bringing out the big

monsters. From March 20 through March 24, dracoloths will appear all over the world

of TERA. Players who group up to defeat these big-ass monsters can earn high-level

consumables and gear.

“We’ve been blown away by the waves of players logging into TERA, and we’re seeing

amazing growth in both registrations and daily users. It’s always great to eclipse

the one-million-player mark, and at our current rate, it won’t be long before we hit

two million,” said Chris Lee, CEO of En Masse Entertainment. “This success is pushing

You can sign up to start playing for free on the TERA: Rising website. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

TERA Rising Adds Small-Ass Monsters

06/29/2013 / Comments Off

Small-Ass Monsters add a whole new dynamic to TERA: Rising’s award-winning action combat system, demanding new tactics and providing players with new challenges and very tiny cash and loot drops.

En Masse Entertainment announced that the company’s hit action MMO title, TERA: Rising, will be debuting all-new in-game enemies known as Small-Ass Monsters (SAMs), to balance out the title’s famed Big-Ass Monsters (BAMs). Staying true to TERA’s action combat roots, the addition of Small-Ass Monsters also debuts the game’s ferociously powerful new “jump and squash” combat mechanic, which fans can see in action in an all-new video below.

Small-Ass Monsters add a whole new dynamic to TERA: Rising’s award-winning action combat system, demanding new tactics and providing players with new challenges and very tiny cash and loot drops. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

Tera Skills for Play Amanis

06/28/2013 / Comments Off

• Aman Last Stand: The Amani strengthens against Knockdowns and Knockouts. Also with a range of 1 hour to be reused.

• Prospector: The Amanis are the Masters of Metallurgy. They are able to mine faster than the other races.

• No Stranger to Pain: When your vitality is low, you will receive an extra resistance to incoming damage. This skill is passive, ie, continuous.

• Blood of Dragons: All Amanis has higher resistance against the effects of attacks such as “damage-over-time” that cause damage with time as a variable.

• Kaiator’s Drums: In the appropriate level, the tele Amanis can behave to his hometown: Kaiator. 1 Hour halftone the ability to reuse.
TERA Image
Show that your Tera skills are a race quite sturdy and should be used for those who want to last longer on the battlefield and make use less healing potions or not be so dependent on a healer on your team.

Amanis: Suggested Names
Now follows some examples of name for the characters Amanis, following the mythology imposed by the game, however, is not required to stick to these names characteristic, leaving you free to choose any name you want.

Amanis: Customization
In Time of customizing your character, we will have several models of horns in both sexes, and hair in dreadlocks style, for women. This breed can be equipped with metal objects positioned on your face or head following a very interesting design, which leaves visual Amanis even more wild and daring. Another interesting feature are the variations of skin tone Amanis male, which can range from the traditional pastel colors to blue or red, leaving them even more full of style. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

Tera Lore and Features Amanis

06/28/2013 / Comments Off

With the appearance of Dragons Humanoids, the Amanis were a race that went through many difficulties in the past for having solids enslaved by the giants after the death of his God: Amarum. After a long time in the hands of the dreaded Giants, Gods and Lok Kaia, beyond the Castanics, freed his race, which taught them the value of cooperation.
TERA Korea
Overall the Amanis are direct to the point, honest, react aggressively to provocation and are a bit arrogant. It’s Hard to earn your trust, but when you can, have a good strong and loyal friend, as long as the same return for him.

This is now starting the series of videos on the 7 races of the world of Tera, where we will focus on the history, skills and visual customization of each of the playable races of Tera Rising, and we’ll start talking a little about the Amanis.

With the appearance of Dragons Humanoids, the Amanis were a race that went through many difficulties in the past for having solids enslaved by the giants after the death of his God: Amarum. After a long time in the hands of the dreaded Giants, Gods and Lok Kaia, beyond the Castanics, freed his race, which taught them the value of cooperation.

Because of these events, nowadays the Amanis give a value absurd freedom, able to fight to the end to keep it for themselves and for others, since they also fight for racial unification with the Federation of Valkyon. But all this does not prevent them from having some fears to Barakas race of giants that remains to the present day and also integrates Valkyon Federation.

Overall the Amanis are direct to the point, honest, react aggressively to provocation and are a bit arrogant. It’s Hard to earn your trust, but when you can, have a good strong and loyal friend, as long as the same return for him. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

Tera Character Creation

06/28/2013 / Comments Off

Click on the name to set the end of the input buttons to enter the name, click the button to end the custom character creation, you can select the role again press the start button to enter the game TERA beautiful world.
Server selection
Visit the official website and click “GAME START” button, the first is to see the server selection screen; you can see the server selection screen where you can PVP, server status and roles can create. In addition, if you already have to create a TERA role, then, it will show the number displayed next to the server name. Choose a good connection to the server after server start by creating roles.
TERA logo 2
Race selection
Race is divided into seven kinds, no choice restrictions, but can not choose gender Baraka.

Race Introduction
TERA’s occupational characteristics roughly divided into three kinds. Guardian tank series from the team, let the monster hurt by the strong vitality of thugs family therapy to cure series. Role-ordered a variety of game styles, make sure to choose their own occupational characteristics career.

Custom Role
There are basically ready to default style, but also a direct role in trying to make a good way. A variety of roles such as appearance and hairstyle can set production.

Character creation
If the selected server has a role, select the role you can enter the game or create a new TERA role. You can also press previous back to the server selection screen, character creation, character deletion, the game starts, or change the game settings. Click to select the racial character creation began creating characters. Create up to eight characters. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

Tera Review Of tera

06/28/2013 / Comments Off

In a proper and just world, Tera would’ve launched in 2004 and rewritten the MMO rulebook instead of WoW. I realize that I’ve just spewed outright blasphemy and am in extreme danger of being stricken down by a bolt of divine lightning, so let me explain. Traditional MMO combat – as popularized by Blizzard’s genre-stomping behemoth – isn’t exactly thrilling. While PvP and high-end PvE ratchet up the mobility factor a bit, leveling generally involves all the high-octane action that’s typically associated with being a tree. That is to say, you root yourself in one spot and flip your brain switch firmly into the “Off” position. Tera, by contrast, requires skill-based swinging and fleet-footed acrobatics, leading to adrenaline-pumping last-second dodges against even the most mundane of foes. Also, which would you rather play as: an ugly old gnome or an adorable (and vaguely horrifying) dog person? I rest my case.

My starting statement is, however, a double-edged sword. On one hand, Tera would’ve made for an excellent neanderthal to kick off modern MMOs’ evolutionary cycle. Matched against said modern MMOs, however, Tera’s non-combat elements (quest structure, crafting, story, PvP, etc.) feel woefully behind the times – like vanilla WoW as opposed to post-Cataclysm WoW. It is, to be frank, the Big Foot of massively multiplayer role-playing games. Sure, it’ll put up a hell of a fight if backed into a corner, but at the end of the day, it feels like an out-of-place missing link – not entirely stuck in the past, but definitely not ahead of the curve.

So then, let’s start with the good: the combat – as I noted in my first week impressions – is largely sublime. Climbing into my warrior’s upper 30s, though, taught me to appreciate it even more. Put simply, standing still is suicide – especially once Tera starts tossing larger groups of enemies into the fray. Fortunately, my red-skinned Medieval Darth Maul had a whole host of equally potent single and multiple target skills by the time I hit level 30, and I couldn’t help but feel this incredible sense of control.

If a bad situation sprang up, I felt confident that I could switch gears and tackle it head-on. One Big Ass Monster (Tera’s world-roaming boss equivalent – and yes, they’re actually called that) vs one small ass me? Sure, it’d take upwards of ten minutes, but – even against a BAM’s (sometimes literally) earth-shaking attacks – my carefully timed dodges and pitter-patter strikes could win out in the end. As for a crowd of weaker enemies? Please. They bunch up in their neat little groups, and I mow them down. The buddy system, as it turns out, isn’t exactly an efficient combat formation.

This is the first MMO where I can say position – not maximizing DPS – drove my skill choices from moment-to-moment. If a dodge landed me just outside attack range, I’d whirl around with a rangy Legend-of-Zelda-style area of effect strike and then charge back into combo position with a skewering shishkabob strike. Regardless of where I was, I always felt like I could be where I needed to be in mere seconds. It may not sound like much on paper, but in practice, it made me feel like I – not some series of background dice rolls – decided my fate. With proper play style adjustment, my dual-wielding, incredibly rogue-like warrior even made a serviceable tank.
Tera Boxart
And it’s all impressively varied from class-to-class, too. My Slayer alt, for instance, moved with all the grace and agility you’d expect from someone wielding Cloud’s buster sword the way it’d actually work, which necessitated a complete shift in timing. As a result, strikes were far harder to land, but oh so deliciously satisfying – with craterous knockdowns befitting of a cleaver big enough to give other cleavers wedgies and then hang them from flagpoles. Even healers and spellcasters require far more mobility and manual targeting than their comparatively snooze-worthy meter-monitoring cousins in other MMOs.

Problem is, many of those class-defining details hardly even matter outside of BAM battles and dungeons. Quests shamelessly recycle slight variations on the same enemies until leveling’s just a giant blur of Big Things, their accompanying legions of Small Things, and the occasional Thing You Feel Terrible About Killing. So one quest might ask me to hunt crowds of tiny rock creatures, and then – a single level later – I’m busting them into even tinier rocks again, only now they’re called “scoundrels” instead of “minions” or something along those lines. I was also, at varying points, forced to kill fairies and unicorns. Given that you can play as a little bunny girl race (which, in itself, is already disturbing enough), this means you can use a little girl to kill some of the things little girls are allegedly made of. There is nothing right about that sentence.

The end result, however, is that PvE combat strategies rarely ever change, and questing – which consists almost entirely of “kill 10 of these, 25 of these, etc” missions tied loosely together by an extremely generic, badly told “storyline” – quickly descends into eyelid-tugging slog territory. As Bon Jovi once said: “It’s all the same. Only the names have changed.” Granted, he was talking about cowboys, steel horses, and comparing guitars to revolvers, but even with that holy trifecta of intrigue, I doubt Tera’s tired quest structure could manage to be of any real interest.

Group play, then, really and truly saves this one – at least, initially. In almost complete contrast to solo questing’s thinly veiled level treadmill, it’s fast, frantic, and rewards tactical complacency with a hulking monster claw to the clavicle. A basilisk BAM, for instance, might charge, pounce, spin abruptly, or leap sky-high and come crashing down, potentially crushing the whole party. Meanwhile, the vampire (sorry, “vampir”) centric Sinestral Manor’s final boss – which could best be described as the result of a radioactive spider being bitten by a radioactive copy of Gears of War – is generally less agile, but prone to launching fiery ranged projectiles while you’re distracted by its smaller (still disgusting) offspring.

Admittedly, these boss tactics don’t sound tremendously different from those in other MMOs, but constant movement and skill-based combat make BAM battles feel less like traditional tank-and-spanks and more like Monster Hunter’s intimate encounters with Godzilla’s kind. That said, there’s still not enough variety – especially given Tera’s timesink nature – and even BAMs grow tedious in the game’s upper levels.

Unfortunately, the rest of Tera ends up feeling like a flavorless outer shell you have to crush your teeth on to reach its BAM kabiff-pow-thwacking core. The game’s opening area – which will eat up five or so hours of your time – varies from mediocre to out-and-out awful, and even an inventive (though brief) prologue that lets you try out your class at level 20 squanders its potential on a confusing, awkwardly paced execution. And while things finally pick up at around level 20, questing actually gets more mundane as you progress, with meaningful skill gain perplexingly cutting off at around level 40.

Beyond that, gathering – while cleverly paired with mini-buffs to better tie it into the flow of combat – feeds into a tedious crafting system that’s also borderline useless thanks to the ready availability of better items via loot. And while there is PVP, it’s limited to random open world skirmishes at the moment, as previously promised PVP battlegrounds won’t be implemented until the end of summer.

I will, however, make special note of Tera’s election system. Basically, its purpose is to elect a series of “Vanarchs,” who – according to Tera’s official website – are responsible for “setting and collecting taxes from vendors” and “activating special shops and skill trainers in settlements, opening new teleport routes, and more” in Tera’s various provinces. Unfortunately, I can’t really evaluate it yet, as it only kicked off at the start of the week, with the first batch of elections set to wrap on June 1. Given its strict level requirement (50) and competitive nature, however, it’s the closest thing Tera has to a unique endgame right now. No, the political system probably won’t be quite as chaotically player-driven as, say, EVE Online, but I’m extremely excited to see where these monthly bursts of democracy go. If it lives up to all that promise, we’ll definitely tell you about it.

I am, however, rendering a verdict on what Tera is right now – not what it will be in a number of months. And while its combat system is a bonafide cannon ball into an otherwise stock-still (Vindictus excluded) sea of fantasy MMOs, a heavy anchor of mediocrity nearly sinks the whole production. There’s nothing damningly egregious about, say, Tera’s same-y quests or generic swords ‘n’ sorcery ‘n’ giant apocalyptic robot tale, but it all comes together to suck away any sense of vibrancy or moment-to-moment fun. Bluehole’s MMO debut occasionally makes desperate, clawing grasps at greatness (see: BAMs, dungeons, combat’s rarely applied nuances), but seems mostly content to trudge along nonchalantly without ever really applying itself. I’d hand this one an “A for effort,” but most of Tera – beyond its combat – is out-and-out lazily designed. No doubt there’s a wealth of promise here, but as is, I can only recommend a subscription to avid players who’ve completely exhausted other, more robust options like WoW or Rift, or absolutely cannot wait any longer for Guild Wars 2 or The Secret World. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

TERA On July 2 Corsairs’ Stronghold Hit Tera In The New Battleground

06/28/2013 / Comments Off

Break down the castle walls! En Masse Entertainment has announced that their action MMO TERA: Rising, will be debuting all new content in their upcoming battleground, Corsairs’ Stronghold. Staying true to TERA’s action combat roots, a massive 20-player team will be given an arsenal of weapons and war machines to attack a stronghold defended by another 20-player team.

Players will utilize battle tanks, airships, cannons and siege ladders to outwit and overpower their opponents. Then, the tables will turn when teams switch roles attacking and defending the stronghold.

The Corsairs’ Stronghold adds a whole new dynamic to TERA: Rising’s award-winning action combat system, demanding new cooperative tactics on foot and in the air. With gear equalized to a level playing field, players can enter the battleground starting level 30 and will need to rely on skill and wit to ensure victory. Upon entering the Corsairs’ Stronghold, players will be put on teams tasked with defending the anchorstone from swashbuckling invaders, or drafted to the offense tasked with destroying it. The Corsairs’ Stronghold will debut as part of a new patch in TERA: Rising on July 2, and current players will have the option to download this content early. The patch also contains the framework for future content and features that will roll out later this summer including the highly anticipated Alliance system and new raid dungeons that En Masse Entertainment will speak to in the coming weeks. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)

Tera Game Update PlanetSide 2

06/27/2013 / Comments Off

Game Update 11 deployed for PlanetSide 2 today to bring a huge number of changes for many of the weapons in the war for Auraxis. Several tanks and MAX unit costs have been adjusted along with a number of stat tweaks to weapons, vehicles, and aircraft. In addition to unit and weapon tweaks, SOE also made some changes to the continental domination thresholds.

Domination requirement for securing continent benefits has been lowered from 100% to 75% of the territory on the continent.
The point where a domination benefit will be lost increased from 0% to 15% of owned territory.
These changes do not affect alerts.
The Map Statistic for Territory Control now has a visual representation of the thresholds where benefits will be gained and lost.
Our goal is to make continent domination and denial during prime time a tough but reasonably achievable goal and to reduce the situations where entire empires would hold out in a single facility.

Other changes include improvements to infantry mobility, UI improvements, additional tutorial elements, and more. Check out the GU11 patch notes for all the latest changes.

Earlier this month SOE confirmed that PlanetSide 2 will be making its way to the PlayStation 4 console launching later this year. 

VN:F [1.9.22_1171]
Rating: 0.0/10 (0 votes cast)
VN:F [1.9.22_1171]
Rating: 0 (from 0 votes)