TERA Interview: ‘Focused On Making TERA The Best Game It Can Be’ von zw1100s Blog

TERA is definitely an MMORPG that garnered a great deal of attention during the time of its release automobile distinctive style and combat system. The game saw a larger surge in popularity once it became free-to-play. Although TERA is faced with some challenges, it’s clear that players carry on and find reasons why you should go back to the Buy Tera Items bingo. The game has also been recently released for consoles, so there’s a great deal to be excited because it comes to TERA’s future.

To discover more about the game’s current status and plans in the future, Gamingbolt reached seem to En Masse Entertainment plus the company’s Senior Product Manager Matthew Denomme provided these answers.TERA went through numerous changes since its launch. What are your notions on the current status on the game and player satisfaction?

The TERA team continues to secure the game and is particularly constantly adding new content for players to activate with, including new dungeons, classes, events, social features, and also other quality-of-life improvements and bug fixes. TERA’s longevity and players’ continued engagement using the game I think speaks to the caliber of Bluehole’s ongoing development support and En Masse’s live service support for that game, though there's always room for improvement. Non-gender-locked classes and overall support for PvP content I think are two places that players would choose to see us improve, and that we’ve made some strides recently in those areas together with the addition of battleground leaderboards plus the male brawler in March 2018’s Counterpunch update.

We recently got insight into what Bluehole has in store for TERA for your remainder of 2018 and beyond, and now we are really thrilled in doing what they’re planning…therefore we think players will likely be too!

What form of feedback have you received on the Open Beta from the console versions and what sort of fixes players should be expecting in the future?

The Open Beta revealed some bottlenecks: locations players cluster during leveling or shared social spaces that contributed to poor performance, and even crashing and client freezes. We remedied this during our second Open Beta soon after by adding more channels (think separate instances in the same area) knowning that seemed to come in handy too. While these areas still suffer some performance issues, these are no longer a roadblock to players.

Since Open Beta we’ve launched the overall game fully and, with a lot more players, we’ve identified all kinds of other issues that we're also working with all the game’s developers to work through as soon as possible.

What can you tell us around the rebalanced dungeons? How do the modifications keep the difficulty fair while still rewarding players?

Every dungeon in TERA features a purpose, whether it’s introducing new players to group dynamics at level 20, or speeding you along to increase gear at level 65. With the introduction of last year’s progressive enchanting system, i was able to provide players to be able gear once they reach level 65, that allowed us to retune dungeon content that players were skipping into challenging and relevant end-game experiences.

As you mentioned, challenge versus reward is one area our developers take very seriously, and once we require a dungeon out from the mix, it’s always with the eye to bringing it back with new and improved mechanics, plus more rewarding gameplay.

When may be the next major content expansion for TERA? When can we see new stories, quests and continents?

Every content release moves the needle a small amount farther, but on your larger question all I’ll say in the Tera XBOX Items meantime is: Keep Looking Up.

What are your ideas about bringing TERA to consoles especially with how successful games like Neverwinter have already been?

We’ve had our sights set with a console release for a time now, but our priority is definitely making TERA the most effective game it is usually. Moving to Steam was an essential first step, mainly because it helped us gauge the impact a wider player base would've on besides our servers, however the TERA play environment. With the lessons we learned there, consoles were another logical step, but we didn’t wish to rush in half-cocked. So we took a couple of years for getting our strategic plan aligned with all the needs from the players, while at a similar time rebuilding TERA from your ground up with consoles planned. We like the results, and that we know that players will too.

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Von zw1100
Hinzugefügt Jun 4 '18

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