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Author Topic: Compiled TERA dev interviews and Q&A's  (Read 142 times)
Zilan Mandel
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« on: June 01, 2010, 01:57:05 AM »

 I mostly made this for the TERA forums. Seeing as how 90% of the readers there don't know how to search for this info. And end up getting into heavy debates over things the dev's have already said will, or will not, be happening. So here it is, everything from the devs mouths so far!

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LINK: http://www.teraonline.it/phpBB3/viewtopic.php?f=4&t=505


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PVP

Q: Will the PVP system will be more oriented toward solo PVP, group PVP or mass PVP?

A: The most fitting answer to that question is really "all of the above." We set out to give players as much choice as possible when it comes to TERA’s PvP. Dueling is a basic feature of the game--anyone on any server can initiate or take part in a duel. Groups will inevitably come into conflict with one another both on large battlegrounds and in smaller-scale skirmishes. At higher levels, players will come into contact with other player groups more and more often, so at that point you’ll see a natural move toward group or mass PvP.

Q: In the past someone mentioned a “declaration of PVP” in PVP servers – how will this work?

A: We want to create a system that allows for full PvP freedom but discourages ganking. The declaration of PvP you’re referring to is something in the Korean version of the game that warns a PK target you’re about to kill them, which we actually removed in our first Focus Group Test to see how the game worked without it. It’s not quite perfect yet but we’re getting close.

Q: What kind of bonuses (Gear, Experience, Titles) one can expect from PVP?

A: We’re still finalizing the specifics of our PvP rewards. Achievements are definitely on the menu, and you can wager gold against other players if you think you’re good enough.

Additionally, rewards for Battleground PvP will play a role in the Federation’s political system!

Q: What kind of bonus-malus will a PK’er receive for killing other players in PVP servers?

A: This is still in the works, so nothing’s final, but we’ve been playing with the idea of involving the game’s political system.

Q: Will the Battlegrounds always be open, or only at specific times?

A: Yes, Battlegrounds will always be open and will work across servers to fatten the player pool.

Q: Will guilds be rewarded for successful PVP, and if so how?

A: Yes; there’s always prestige, of course, and we’ll have achievements. Also, guilds that dominate the PvP scene will find themselves in very strong political positions.

Q: Reading the second part of the client change summary from Mr. Blue that TERAFans translated, some players thought TERA might become another equipment-based game. What can you say about that?

A: Equipment will play a big role in the game, but it’s a bit of a stretch to say that the game will be “equipment-based.” The single most important element of combat will be skill: if you’re not adept at using your character's abilities--moving around, dodging, and attacking at the right moment--then all the legendary gear in the world won’t be worth much.

Q: Will you consider implementing an option for fixing framerates or a hotkey for decreasing graphical performance during PVP?

A: Those are both excellent suggestions! We’re considering various ways to ensure that TERA performs well for all our players.


LINK: http://www.tentonhammer.com/node/84681/page/2


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MODS AND CUSTOM CONTENT

Chris Lee
VP of Publishing, En Masse Entertainment | TERA

Throughout my career in this industry I have been astounded by the creativity of its players. There are loads of UI mods and hacks for MMOs, and you need only look at The Sims and Forza Motorsport to see what players can

Chris Lee of En Masse Entertainment
create when they put their minds to it. The advent of machinima is another great example, and even our recent TERA Caption Contest yielded some really imaginative responses. The creativity and resourcefulness of players extends well beyond making or painting in-game items, and a company who can leverage this stands to reap great rewards.

There is absolutely a future for user-generated content in MMOGs. Many within the industry already realize that this type of content, often referred to as “crowd sourcing,” can help sustain long-term user interest by supplying an additional content pipeline. The City of Heroes franchise is a prime example of this type of user-generated content.

So why haven’t we seen it take off in a big way yet? It is a difficult challenge to harness the energy in the community in a way that directly enhances the game universe. There are some fairly obvious reasons why this endeavor cannot be entered into without careful planning and consideration. Important principals such as maintaining a coherent and consistent game lore, managing quality expectations, and the ability to support users who run into potential challenges or conflicts based on a mod are all factors that must be weighed thoughtfully. Provisions need to be made for how mods/packs/quests will be evaluated, moderated, or promoted.

Then there is the development investment required to provide the tool set for users to realize their own creative

TERA's Caption Contest garnered some amusing entries.
inspirations. Due to the high cost and multitude of touch points, it is critical that integrating user-generated content must be part of the product's original vision. All levels of development and publishing, as well as the creative visionary behind the product, must be on board with the idea and working closely together if it is to be done right. Additionally, the level of investment in the framework for this type of add-on content is extremely high. The downside is if a significant amount of players do not take advantage of the tools then a lot of resources went into something that few people participated in and as a result the content generated would be much more limited..

All that being said, MMOGs require strong differentiators to survive, in large part because they are so much more expensive to make and operate relative to other types of games. For all the reasons stated above, an MMOG that incorporates user-generated content needs to embrace the system whole-heartedly and make it a major selling point of the game for it to pay off. With TERA our key differentiator is our action combat system, but given the numerous MMOGs in development looking to carve their own niche, I wouldn’t be surprised to see a game that implements this type of system in the near future.



LINK: http://stratics.com/stories/tera-interview-prepare-be-tera-ized


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Touches on Basic elements of TERA

Tera Interview: Prepare to be TERA-ized

By Dustin Malcom


Bluehole Studios, in concert with En Masse Entertainment, is producing and westernizing the new MMO “TERA: The Exiled Realm of Arborea”. Unlike many Korean MMO’s brought to US/EU markets, TERA hopes to breakdown the old stereotypes with unique gameplay combined with outstanding graphics.

TERA features a level-based system with six races and eight classes.  Questing, PVP, instances, raids, crafting, and many more gameplay designs are under development in this AAA production, setting it to rival any of the best and largest online games in the market today.  Building upon the successes of its predecessors, TERA does offer new features to provide players with a unique gameplay experience.

“Anyone who plays TERA immediately understands that the game offers a completely new MMO experience”, comments Producer Sam Kim.  “The action combat system is unique, giving the game a much more responsive and fast-paced feel.”   No longer are players bound to the point and click world typically seen in MMOs, but rather, a crosshair directs the path of your spells and close combat is required for your sword.  This combat system allows player skill to affect gameplay as never before seen.

Kim continues, “Dodging, for example, is not based on a stat. It is based on actively moving your character out of the way or she will be hit! To return the favor, you face your opponent and aim exactly where you want your sword to swing or your spell to hit through the game’s aiming reticule. It’s a very immersive experience, as combat always feels fast and deadly.”

This style combat should also greatly reduce the advantage of ranged classes.  Classically, the ranged, damaged dealing classes have always dominated solo gameplay; however, combined with the necessity to aim and distance limits on spells and arrows, ranged play should prove to be much more challenging in TERA than its predecessors.

During the March 2010 Game Developers Conference in San Francisco, the developers coined the phrase “All action, no faction”.  Kim expanded upon this motto by explaining “ ‘All action’ refers to the combat system. As for ‘no faction,’ you aren’t locked into a single ‘war’ being fought between two groups of players in TERA.”

This motto breaks with current MMO’s which have focused on choosing sides, such as Warhammer Online or Aion.  But this hardly means that life in TERA will be easy.  Kim continues, “Players will often find themselves in conflict with other groups of players, but there is still a sense of belonging to a greater whole: the Valkyon Federation. But that doesn’t mean it’s placid and peaceful. The Federation is rife with intrigue and conflict—it’s a high-stakes battle over power, wealth, and prestige.”  He further stated that TERA will offer a wide variety of content ranging from “both PvE and PvP instances, including 5-man dungeons and mid- to large-scale battlegrounds.”

TERA is set to release first in Korea, and then followed by a release for North America and Europe.  The US/EU development team is working hard on the westernization process.  In some previously released MMO’s, westernization just means translation, but not in TERA’s development.  TERA’s developers are adding content, quests, and adjusting existing story lines.  Kim explained one such example of the westernization process currently underway, “One of the early quests on the Island of Dawn involves a plot with Elleon, a ranking member of the Federation exploration group sent to the Island. We’ve added a significant degree of content to this plotline, including an ongoing pre-launch saga we’re telling through Twitter (see @Elleon_TERA). Elleon will play a major role in the game’s plot, and those who have been following him since the beginning will see a major payoff when they encounter him at various times in the game.”

While development continues, the TERA team has completed two Focus Group Tests with the last one taking place in April.  Recently, the TERA website received an overhaul which included a new application process for future tests which can be found here: http://www.surveymonkey.com/s/YKRJX7N

As we draw closer to beta testing and release, hopes remain high for this game to sweep players off their feet.  TERA appears to have the right combination of systems that could make for an outstanding game to play.   Be prepared for this MMO to TERA-ize the market in the not-so-distant future.


LINK:

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Again touching on PVP

TERA-Welten.de: Greetings Jason,

First of all we want to thank you that you have decided to talk with us about TERA. Also it would be kind of you if you could introduce yourself to our community so they know who you are (e.g. which nickname you use in the official forums) and what exactly you are doing at En Masse Entertainment.

Jason in front of the Hungarian Parliament building

Jason: Sure! I’m Jason Mical, Community Director here at En Masse Entertainment. I’m “BrotherMagneto” on the official forums. My job at En Masse is to approach community management from a more strategic level, integrating fully with the rest of the Marketing and Communications department (the PR, marketing, and website teams). I’ve been in community and digital PR for almost eight years, and this is a very exciting opportunity to apply that experience to what is still a relatively nascent field.

TERA-Welten.de: TERA is well-known throughout a couple of American community pages. Please tell us why TERA is so unique and how far it will differ from other MMORPGs?

Jason: The first thing any MMO veteran will notice is that TERA’s action combat system is very different from anything that’s been done before. Players must actively target where they want their blows and spells to hit rather than queue actions and rely on dice-rolling, and they must continually pay attention to combat and dodge or block at appropriate times – otherwise they will take damage! It makes for a much more immersive experience and one that will no doubt be familiar to players of some of the most popular action RPGs in the last few years.

TERA-Welten.de: We are also interested in the localization of TERA. You already announced that there will be a German version of the game and we’re wondering how long it will take until the marketing campaigns in Europe start (especially Germany). And when will there be an official German Website?

Jason: Marketing campaigns will kick off later this year. There will be an official German website when we do our next website relaunch, which is scheduled to hit right around E3.

TERA-Welten.de: You already mentioned TERA’s innovative combat system. Please tell something about this system so that the community can get a detailed picture of it.

Jason: Sure! It is a system that requires a player to constantly be involved in the game – you’re not going to set up a bunch of actions and go off and make a sandwich! You’ll need to figure out where to hit a monster, what its movement and attack patterns are, and continually adjust your position and tactics to adapt to whatever you’re fighting. Monsters project ‘tells’ when they’re about to hit, so part of the game is learning these tells and exactly how to deal with them for each individual monster. Skills are specifically designed to be flexible enough to damage a variety of monsters in a wide range of group combinations, so players who group together will always have abilities that tend to complement other classes in their groups.

TERA-Welten.de: You also wrote in your Game Overview that a player can affect the economic system and the environment. How can players do this, and what consequences will the activities of the players have? Which parameters will generally affect the game?

Jason: Players will have influence over several aspects of the in-game economy both on a micro and a macro level. The more power and prestige individuals and groups achieve, the more they will be able to affect these things.

TERA-Welten.de: What about the PVP system? Are there any special features? Will it be possible to earn experience or loot by killing other players? Can you elaborate on different PVP scenarios?

Jason: Yes, it will be possible to earn loot and medals from Battleground PVP. Players who think they’re good enough can wager things like gold against other players in duels, for example. There will be other kinds of rewards for group and large-scale PVP as well.

TERA-Welten.de: Some of our readers wonder if you’re concentrating too much on Battleground PVP and Open World PVP won’t be as important. What can you say about this?

Jason: Battlegrounds will be important as a focal point for certain kinds of PVP and there will be special kinds of PVP challenges or events that only happen in Battlegrounds. They allow large-scale PVP in PVE servers, and help to establish some of the stakes for large-scale PVP.

TERA-Welten.de: We know sieges aren’t going to be part of TERA. What will PVP focus on?

Jason: Oh, the usual reasons people kill each other. Money. Power. Fame. Politics. Land. Prestige. That sort of thing.

TERA-Welten.de: Will we be able to earn PVP loot that is comparable to PVE loot?

Jason: There won’t be a PVP ‘loot set’ or a PVE ‘loot set.’ Instead, loot is designed to be cross-functional and work in both PVP and PVE situations.

TERA-Welten.de: What about death penalties? What happens when a player is killed in PVP?

Jason: This is a game element we’re still balancing. Since we haven’t finalized it yet, I don’t want to give any bits of info, as it is likely to change at least three more times before launch.

TERA-Welten.de: Currently you're busy with the focus group tests. Can you tell us a little about your timeline? When will the beta phases start?

Jason: There are some pretty major changes coming as a result of feedback from the second Focus Group Test – check out our postmortem series about them on our site. As a result we’re re-evaluating what future Focus Group Tests we might need, and our testing schedule is somewhat in flux right now. We’ll post updates on our website when we have more information to share with the community.

TERA-Welten.de: Back to the world of TERA. Is it possible to tell us how big it will be and how is it characterized? Will there be transport possibilities to travel faster from point A to point B (flying mounts, portals, etc?)

Jason: One of the great things you can do with the Unreal 3 engine is create a massive, open world which is what we’ve decided to do in TERA. It’s hard to characterize how large it will be, but there are two main continents and a huge variety of ecosystems in between. There will be fast travel options via Pegasus Portals to help bridge these gaps.

TERA-Welten.de: What is currently the maximum level? Do you already have a feeling how long it will take gamers to reach the level cap?

Jason: The current maximum level is 60, and the time it takes a player to reach Level 60 is part of what we’re adjusting coming out of the Focus Group Tests. We want to hit the sweet spot between giving players enough diverse content to make the journey a great one, and providing enough end game content to make the destination worth achieving. We’re still putting the finishing touches on that mixture.

TERA-Welten.de: How important is the equipment in TERA? Do you have to farm instances over and over to get good equipment or does the personal talent count?

Jason: Personal talent counts for a lot in TERA. The single-most important element of combat will be skill: if you’re not adept at using your characters’ abilities, moving around, dodging, and attacking at the right moment, then all the legendary gear in the world won’t be worth much.

TERA-Welten.de: Will there be an API to build Apps for homepages, databases (characters, items, etc.) and so on?

Jason: Oddly enough we just had a meeting about this very topic today! There will be but we haven’t decided what the final API will include. In fact, if anyone has any suggestions for us, head over to our forums and let us know!

TERA-Welten.de: Have you planned a CE and if yes, will there be special CE items which gives the owner benefits?

Jason: Yes, and yes!

TERA-Welten.de: Thank you a lot for this interview and your answers, Jason. Everything sounds quite interesting and we are still looking to the release of TERA. Is there anything left you want to say to the German community?

Jason: You’re very welcome! I’m always on our forums to answer questions and just chat so if anyone has any suggestions or simply want to talk TERA you can find me and my colleague Evan “Scapes” Berman there!


LINK: http://www.examiner.com/x-8040-MMORPG-Examiner~y2010m5d21-Q--A-with-TERA-Lead-Writer-Dave-Noonan-The-world-of-Tera

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Touching on the World and Lore of TERA

Q: According to the lore on TERA's website, Tera took shape around the two forms of sleeping titans. Is this lore meant to be taken more literally or figuratively, and where did you draw the inspiration for this kind of story of the world's creation?

A: The characters in the world regard the world-creation story as a literal truth—even if it happened long before they were born. And I think that's important to the feel of the world. We want TERA to be a place where gods and magic have a very real, authentic presence. As for our mythological inspirations, take your pick from across the globe. We're cribbing notes from everywhere! In the case of our titans, Arun and Shara, there's certainly a Greek influence there.

 

Q: What are some of the differences between Arun and Shara that make them different continents?

A: Until recently, Shara was always the more dangerous of the two, whereas Arun (especially southern Arun) was mostly settled. Now that most of its army has departed for a war elsewhere, Arun has become a dangerous place, and all the old enemies are eager to reclaim some territory from "civilization."

 

Q: The official TERA site also shows the Island of Dawn on the map. What is this place, and how is it different from the two continents?

A: The Island of Dawn is the first mystery the players will face. A few months ago, an island rose out of the sea in a matter of moments—and it's a fully formed island with intact buildings and strange inhabitants. For the denizens of TERA, this is a mind-boggling concept, because it's the first time there's ever been a landmass that's not obviously Arun or Shara. An island that might not be connected to the creators of the universe? Many in TERA regard it as an omen of great events to come.

 

Q: Will players be able to see or visit the Underworld, where the Argons come from?

A: Without giving too much away, suffice it to say that many of the endgame instances have the Argons as enemies. And when I explore them, I can't see the sky!


Q: From the screenshots we've seen so far, TERA uses a vibrant color palette. How does color choice affect the mood in different areas?

A: We're really focused on delivering an emotional reward through gameplay, and color can certainly evoke emotion. When our game—or any game, really—is at its best, the palette can foreshadow events and heighten the emotions you get from the action, from the story, and from the overall gameplay.

 

Q: What are some of the real world environments that artists have drawn their inspiration from in creating the world of TERA?

A: A global game like TERA demands a global set of inspirations, and we take delight in mixing it up. For example, I was in a desert village the other day and saw cacti that reminded me of the American West, thatched-roof huts reminiscent of the African savannah, and larger buildings with a more Saharan, Arabic architecture. Each element helps to evoke the terrain, but they are elements that don't appear next to each other in real life. TERA is a huge place, so there's plenty of room for us to draw inspiration from across continents and, for that matter, across history.


Q: How do you plan to make TERA a world unique from any other MMO?

A: For me, the most compelling and unique aspects of TERA are the action of combat (especially no whack-a-mole for healers!), some endgame features (they're still cooking, so I can't reveal them yet), and a world that gets beyond the traditional fantasy tropes (no traditional goblins or minotaurs, for example).



LINK: http://tera-online.com/forums/showthread.php?t=1888

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Q & A compilation made by the devs for the TERA Community Forums

We collected more than 100 of your burning questions, filtered and compiled them down to 50, polished them up, and sent them over to the developers to get answered. If you haven't visited the "Post Your TERA Questions" thread, do so now!

In the interest of cleaning up that nearly 20-page thread, we opted to simply create this new thread. Simple solution, no? Below you'll find the questions and answers from the first two batches as well as a new third batch! We'll be continuing to get some remaining questions answered and then will reopen the floodgates for new ones!

Gameplay


Q: This game sandbox or theme park?
A: TERA has been described as a "sandbox MMO".

Q: Which will you have, a combination of both open world and instanced quests geared towards small teams, or grind quests (e.g. defeat 10 mobs in zone A)?
A: TERA will feature a combination of quests in both the open world and instances.

Q: I'm excited to hear some details on what the final enchant/augmentation system will be like, would you be able to comment?
A: This is something we’re still tweaking based on feedback from betas and FGTs, so we can’t comment yet apart from saying that we’re still working on it.

Q: Can you say something about channels in TERA?
A: Channels and shards are different in that Channels are parallel instances within the same server, whereas shards are different servers.

Q: Can Classes share Armor gear types? Or will all gear bet Set Tiered like Guild Wars 1, where Armor is built for a certain class and that class only?
A: Some armor will be sharable among class types, depending on the classes’ armor proficiency, while other gear may be class specific.

Q: Leveling up on TERA will be easier by quests or grinding?
A: Quests are a main part of the game, and we’re working to reduce or eliminate altogether the need to "grind" in the Westernized version of TERA. Developer mantra has and always will be the fastest way to progress should be the most fun way to progress.

Q: Will there be customization for skills?
A: That’s been a big part of feedback from our previous tests, and we’re currently working to address what we’ve seen.

Q: Will there be houses implemented?
A: There will, but these are still being adjusted and finalized.

Q: Will there be anything to on the side like fishing or small mini games?
A: There will be many traditional MMO elements like crafting.

Q: Will there be a mentor system?
A: We’ll talk about this more as we approach the betas and launch. Stay tuned!

Q: How long will in take to reach the level cap?
A: It will no doubt take players of different skills different amounts of time, and we're still soliciting feedback from focus groups and beta tests, so it's too early to give any definitive length of time.

Q: Has there been any thought about a sub-classing system once a character reaches the level cap?
A: Not specifically, no. There will be other things for players to do once they reach the level cap.

Q: What end-game content is planned?
A: Players will find that at higher levels they'll have the potential to affect both events and the world itself. We'll have more to announce about this soon, so stay tuned!

PvP

Q: How does PVP work?
A: PVP will be on a sever-by-server basis, meaning that players who chose to participate in PVP may do so but those who do not, will not be required to play on severs that allow PVP. There are no predetermined factions in TERA, but we expect guilds to come into conflict with each other and PVP will be one way that conflict is expressed. Since we're still making adjustments based on feedback from the FGTs and Beta tests, we'll share further details on PVP in the future.

Q: Any thoughts on a class ranking system based on PvP records?
A: We’re working on a variety of web-based data to provide users.

Q: Please tell me that on a PvE server I can completely opt out of fighting other players if I so choose!
A: Yes, you will be able to opt out of PvP combat on a PvE server.

Q: The entire community seems split down the middle on the 5 second warning and whether it applies to PvP or PvE servers. Which one is it?
A: This will be examined in our FGTs and betas and adjusted as necessary in the Westernization process.

Q: Will there be various forms to PvP?
A: Yes, PvP will occur in a variety of scales.

Q: How will instanced PvP be different from open PvP? Will Battlegrounds give the same rewards/achievements as open PvP? Will TERA support full open world PvP with player killing (PK)? Will there be anything gained from killing a player? Is full loot PVP being considered?
A: TERA’s development is ongoing meaning that these and other PvP options are all being considered. Anticipate more specific answers to these valid questions in coming weeks.

Race

Q: Will High Elves be able to have red hair?
A: The High Elves (and other races) are exploring new hairdressers and colorists.

Beta Testing


Q: When will the NDA be lifted?
A: We will publicly announce when the non-disclosure agreement will be lifted. Until then, it remains in effect.

Q: Are you taking action against people who leaked material covered under NDA?
A: We take leaks very seriously and will take action as appropriate.

Q: Is there a date yet for a FGT or Beta for us anytime soon?
A: Stay tuned after GDC!

Q: Is it going to be like the Korean one with 20k testers and stress test? I'm really concerned about the status of our beta tests.
A: We'll be testing many things during future betas, including stress tests.

Q: Will the next FGT run on the same client and game data as the third closed beta in Korea?
A: No.

Q: Is there really no chance the game is going to be released in 2010?
A: We'd rather take a little extra time to make sure the game is great than rush the game to market.

Server Types

Q: Are there any plans to include a roleplaying server? If so, which ruleset (PvP or PvE) will it be?
A: Server types beyond PvE and PvP are being considered.

Q: Will players be able to choose the specific server they want start on?
A: Yes.

Q: Define PVE and PVP servers. If I get PKed by any player, will the player suffer any penalties?
A: We’re still finalizing rules for PK and penalties and these will continue to change through future FGTs and betas. Once we’ve finalized them, we’ll let you guys know.

Localization

Q: Will the localization process affect voiceovers, NPC names, and the overall difficulty of the game?
A: Localization will include more than just translation; we're going to be fleshing out many of the game's story elements, including NPC names, and taking the feedback from the focus groups into account for the game's playability as well.

Q: Do you plan on localizing the music of TERA as well?
A: At this time, it is unlikely that the soundtrack will be affected by localization efforts.

Q: If the NPC voices are changed, is there any chance that we'll be able to choose between the Western and Korean voices?
A: No, as some of the content may be fundamentally different between the two versions.

Q: Will the western version of TERA include everything that the Korean version has?
A: Although there may be some differences, the western version will have content and story that is specifically designed for the North American and European audience.

Q: What kind of changes will be made to the western version of TERA and how much influence does the community have?
A: The localization process will include fleshing out the game's lore, storyline, quests, and dialogue. Community feedback is extremely important to us; we will be continuing to run focus groups and to take community suggestions and feedback into account.

Q: In Korea, TERA is rated for adults. Can we expect the western version of the game to receive an M rating? Will any content be cut to get a T rating?
A: Although it’s premature to speculate on which rating it will receive at this time, we do not anticipate cutting content for rating purposes.

Q: Is there any chance the female Popori will be redesigned as part of TERA's localization?
A: The Popori females take offense at such a question!

Security

Q: How aggressively are you planning to combat botting?
A: Any method of cheating will not be tolerated, and we plan to work both proactively and reactively to ensure everyone has an enjoyable gaming experience and environment.

Q: Will Gameguard be included in the western version of the game?
A: We've seen quite a bit of player feedback about GameGuard in the last couple of weeks and will definitely take it into consideration. Please know that our goal is to provide players a seamless, safe, and fair gameplay experience and not to create barriers to entry.

Q: Will there be an in-game system for users to report spamming?
A: We are aware of the potential for such a system and will be considering it as TERA moves forward in development.

Publishing


Q: If the game has to be purchased and also a monthly fee, will there be a free trial first?
A: Potentially, yes.

Q: Will TERA be released in Spanish or Portuguese?
A: Our evaluation of which languages to release TERA in is still underway.

Q: When will the western version of TERA be released?
A: We will be announcing estimated release windows at a later time.

Q: Will players be able to play on any TERA server regardless of geographic location?
A: Region filtering will depend on server architecture and location and is not yet decided.

Jobs

Q: Are there any available entry-level or internship positions available with En Masse?
A: Visit http://www.enmasse.com and click Careers to browse our available positions.

Policy

Q: Are there any plans in the EULA to allow or ban the exchange of accounts, items, or in game currency in the "westernized" release of TERA?
A: Our current Terms of Service document outlines the rules disallowing such third-party activity.

Miscellaneous

Q: What is TERA's target gamer audience?
A: You!

Q: Can there be a census of the most populated servers, most popular race, gender, hair color, what players are in what spectrum level wise etc.?
A: Publishing the most popular cosmetic options may be possible.

Q: Will the community team be this awesome in the future and campaign to make this game as successful as we all want it to be?
A: No. It'll be even more awesome.

Q: Will there be Super Saiyans?
A: Yes, over 9,000 of them.

Q: Cake or Pie?
A: Danish.


LINK: http://forums.goha.ru/showthread.php?t=425524

Click the green plus sign at the bottom of their post "+" to see the english version.

Quote
Again, touching on PvP

Hi Jason,

First of all I would like to sincerely thank you once again for agreeing to help me with an interview. Before you start reading the questions, I’d like to give you some comments as I don’t want to frighten you J
Yes, the major part of the questions is to understand whether you place more focus on wow-audience (pve and instanced/soft pvp) or on Lineage 2-audience (open, free, hardcore pvp). The reason is though L2 is about 7 years old, it’s still extremely popular within Russia and Russian-speaking players. Over a year ago NCSoft and Innova systems launched localized version and now we have 11 highly populated Russian servers (two of them were opened quite recently). Plus a lot of people still play on NA and EU NCSoft server. These are all subscribers of course, I’m not even talking about a huge amount of private servers. And all this zerg (that’s the right world to describe the number of people) is closely watching Tera development process in hopes to switch to that new project as they are to be honest quite tired of L2 after all these years but just cannot see a worthy alternative.
After some recent interviews of Blue Studio and En Masse (I have to be frank with you) – we, moderators of GoHa.Ru, have noticed some pessimism and doubt within the players and we of course are not happy about it as we believe (or want to believe) in pvp potential of Tera. And that is exactly the reason why I contacted you about the interview – to give back the hopes and interest to our audience.
I hope I’ve justified a bit the questions I’m focusing on, so here they are!


-------------------------------

Q: To start with can you please say a few words about yourself? What’s your gaming experience? Did you participate in FGT yourself? If so, what class did you choose and why, and what do you personally as a player like most of all in Tera?

A: Just to warn you, I can talk about myself for hours, so this is the “short” version! I’m Jason Mical, the Community Director at En Masse Entertainment. I’ve been playing games since I was about 2 years old, and video games for nearly as long (Pac-Man was one of my first, if that tells you how old I am). I’ve worked in the industry (officially) since 2003 doing PR and community work for WizKids, and eventually Xbox 360. Additionally, I’ve written a handful of PnP games and supplements for d20, Mutants and Masterminds, and the Fallout PnP game.

I participated in the Focus Group Test, but not nearly as in-depth as I might have liked. Evan and I decided to split in-game support and out-of-game support between the two of us and I took the out-of-game support, helping people on the forums and such. However I did manage to rock quite a few levels with a High Elf Sorcerer; I picked her because she kicks some serious ass and I find the class the most intuitive for my playstyle. I have enjoyed playing a lot of sandbox third-person shooters lately (Just Cause 2, The Saboteur) and I think that’s what naturally drew me to the class – and that seamless shift is one of the things I personally like about TERA as well.


Now to the hot questions from the Russian followers of Tera. The questions are categorized by their topics. Don’t be surprised that a lot of questions are around pvp as firstly this is still a “black horse” so to speak, as very little information has been disclosed, and secondly Russian players traditionally are very keen on that aspect of games.

-------------------------------

Character – creation, customization, developing

Q: Race differences - Recently Mr Blue confirmed that unique race traits that are going to be implemented will not affect gameplay balance. Which in other words means these traits are rather a cosmetic change, it won’t really help to differentiate between an aman lancer and a popori lancer for example. Why was it decided to use races only as an aesthetic tool?

A: Races are one of many ways to express a characters’ individuality; races have their own locations and cities, their own history, philosopy, and folklore, and each has a very distinct feel and personality.

Q: Character customization - So, no race features, no race skills, no choice of skills, no builds – in short not many ways to customize your class beside some points system to adjust skills factors that Mr. Blue was describing. Don’t you think it’s not enough to give a character individuality, a personal touch which many players really need and require to get attached to their in-game alter ego? Are you going to address this issue or you believe the points distribution system will do the job?

A: We understand that customization is very important to players, and we’re exploring several options and opportunities to make characters feel unique.

Q: Appearance customization – will it be possible to change the appearance at a later stage once the character has been created?

A: We’re exploring this possibility.

-------------------------------

Classes

Q: Mystic – many FGT testers report this class as being not very well developed with its role being not very clear and the benefits of having him in the party as quite questionable. This is really a shame considering this is one of only two support classes. Any plans to improve this class – as a buffer or as a healer or in both directions?

A: We received a lot of feedback around the Mystic class. Each class is designed to provide a unique and engaging experience, both in solo and party play. With the support classes, the gameplay dynamics definitely shift when a player goes from solo to party play, and more so as the challenges evolve in the game. Some of those challenges have yet to be experienced, but we look forward to seeing what players feel about the Mystic as we approach launch.

Q: Rogue/assassin – it’s a great surprise to see no rogue or assassin in the list of classes as this is usually one of the most popular choice. Why such decision? Any plans to add them in future updates?

A: Our choice of classes reflect how players tend to interact with each other in groups while playing MMOs, and the various roles they play, (and variations thereof.) The Slayer and Berserker are both damage-dealing classes, while the Lancer and Warrior are both Tank classes. That being said launch content in any MMO is just the beginning!

Q: Lancer – tank’s aggro skills – will they work in pvp? Have you considered reducing the cooldown of some skills as it’s difficult to play that class using certain skill only once per minute. Will it be possible to create a “wall of tanks” with support and range classes hidden behind their backs as was shown in one of the movies?

A: The shield wall created by the Lancers and shown in the movie is not only possible – that class was designed to create such a wall to protect your shooters!


-------------------------------


Equipment

Q: Best equipment – how will the players be able to obtain the best gear in the game – drop in instances, earn in instanced pvp (BG for example), earn in OWpvp (dropped from open world epic bosses for example), craft or other means?

A: The best gear will be acquired from a variety of means – there won’t be a single acquisition method.

Q: Crafting – would you consider adding special characteristics to the crafted gears depending on what race created this or that piece?

A: It’s certainly something to consider.

-------------------------------

Open world and pvp


Open world bosses with epic drops– what are the plans? Will it be more profitable (drop-wise, exp-wise, etc) to farm instanced bosses or OW bosses?

A: Our goal is to make multiple ways to reach any goal with no one way ‘better’ or more ‘profitable’ than others, and to give players the choice of achieving mastery based on their specific style of gameplay.

Q: Flagging system – many players complain about 5 second delay before pvp starts. Do you plan to adjust it? And in general, how do you see the current flagging system working in mass pvp? You cannot expect a player flagging 50-100+ opposite players. Do you consider implementing a special pvp mode (sort of a toggle): when you activate it you can hit anyone except for your clan/guild members and/or those who are in your party/raid alliance (command channel)? Clan enemies (clan wars) – are they considered “flagged” by default and you don’t need to do anything special to start attacking them?

A: Remember that the Focus Group Test experience is designed to give us input to make the game better, not to serve as a model for what the final game will be. All of these mechanics are being evaluated based on Focus Group Tester feedback.

Q: Tera is a free world. How free? Can I for instance create a character and do whatever I like ignoring all the quests and storyline (except for maybe just class and profession quests)?

A: This is another example of the range of choices players have in TERA – you can play either way. There’s a rich story-driven experience in TERA, and our intent is to create questlines that will take you from the first to the final level without having to repeat a single one or grind for experience in the interim.

Q: Sieges, battlegrounds and mass pvp – As we recently learnt from an interview to terahispano.com, no castle sieges are planned and battlegrounds are often mentioned as the main high-end pvp content. Do you mean “never” to sieges, or just at launch? Do you think battlegrounds will be a worthy alternative as a mass pvp event? Any indication how many people will be able to participate in one battleground? Will it be possible to participate in them as clan versus clan or alliance versus alliance? Will BG provide real motivation to regular pvp, not just some points to earn or achievements to conquer. And aren’t you afraid to “kill” world pvp with so much focus on BG as happened to some of the games.

A: There has been a lot of confusion around Sam’s reply in that interview, so it’s worth noting that just because Battlegrounds will serve as one avenue for large-scale PVP doesn’t mean there won’t be others, and just because there won’t be sieges (something that’s been done in other games) doesn’t mean there isn’t something new and fresh in TERA that players haven’t seen yet. We’ll be talking more about this in the coming months!

Q: Political system – there were many hints about unique political system, but not much has been disclosed so far and it makes players doubt: no sieges, many raid bosses are in instances… Are you sure you will find a worthy motivation for clan wars? Not just for competition between guilds, but for hot, intense and bloody clan wars as we have for instance in Lineage 2?

A: Yes.

Q: Heroes – do you plan some competition system, where each race can have their heroes like in Lineage 2 or Aion?

A: Player heroes and villains will naturally rise in TERA: in the lore, in the Federation, and in the world of Tera itself.

Q: Valkyon points – can you please clarify about this system: what’s it all about, how are the pointed earned and how are they distributed?

A: I can clarify that they won’t be called Valkyon points in the final system, and that they will play a major role in the game. And that we’ll be discussing these more in the future.


-------------------------------

Plans

Q: Future updates – what is going to be the focus of them? Adding new hunting areas, enhancing end-game pvp content, introducing new races/classes, re-balancing classes and adding new skills, increasing the cap level…?

A: Right now we’re focusing on making TERA an awesome experience at its North American and European launch. We’ll talk about updates at a future time.

Q: Westernization – we now had two FGTs and, as we can judge, active feedbacks from them. Can you name any feedbacks/suggestions from FGTs that are going to be implemented in the western version or probably in the base, Korean game?

A: Rather than list individual elements I’ll refer to the Focus Group Test recap articles we’re posting on the TERA-online.com website, which cover player feedback we’re taking into consideration as we continue to make TERA the best game possible. Check it out here: http://tera-online.com/news/news_view.php?cpage=1&seq=199

Q: 3rd FGT – do you already know what area of the game will be the focus for the next FGT and if the number of participants will be increased or decreased?

A: Any future tests will be looking for a variety of feedback from a diverse group of users about different aspects of the game.

-------------------------------

Technical aspect and support

Q: Optimization – Those who were fortunate to participate in FGTs or even to test the Korean version all emphasize a great game stability and a very good ping. How did you manage to achieve that? Do you plan to further optimize the code and improve the ping and stability?

A: We’re always striving for the best gameplay experience, and ping time and stability is a key piece of that.

Q: Support – Do you already have an idea how GM support will be organized? Where will the support HQ be located and if it will be regionally divided into NA and EU?

A: We’re launching with 24/7 customer service.

Q: Server population – do you already have an idea of the number of users per server?

A: We’re still determining this.

-------------------------------


For Russian players

Q: We won’t ask you about your plans for Russian localization or servers as we read in several interviews to other local communities that you are still considering different alternatives, but there’s still a related question which worries our audience: we hope you are not going to implement an IP restriction by regions? (like NCSoft tried to do with aion, though they quickly corrected this). We strongly believe any player should make their own choice which server/localization to play at.

A: We’re still finalizing our plans for server locations.

Q: Even at this stage the game offers a lot of interesting features and it will surely attract a large audience. But what type of audience – that is the question. It happened that the majority of the Russian players who have been passionately awaiting Tera are ex or current Lineage 2 fans or hardcore pvpers. What can you tell them? Will they likely be disappointed or they can expect some pleasant surprises from you (mind you, they are specifically looking for free world, motivated free pvp and advanced political system)

A: The World PVP servers will definitely appeal to them then! I would add that we’ve only just scratched the surface of what TERA will offer at higher levels and the endgame. The political system will be something that players have never seen before and it’s my job as the community director to try and take the in-game social experience of TERA (or any MMO) and translate it to an out-of-game experience that a player can have anywhere, on their own terms. There are a lot of pleasant surprises coming down the pike. Stay tuned!

-------------------------------


And the last question – it’s my personal, somewhat girlie interest J
Incubating skill – was it added purely for trade pets or we can expect something else to be grown in the incubators – maybe a pet-dragon or a kitten? J

A: Dragons WOULD be interesting, wouldn’t they!!

On behalf of the Russian community I would like to thank you for your answers and wish you every success with TERA!

A: You’re very welcome and thank you for the opportunity to speak to the Russian community! Feel free to stop by our forums and ask Evan or myself if you have any questions!



LINK: http://forthelore.com/?p=1731

Quote
Touches on pretty much everything

TERA Podcast by "For the Lore"


Direct Link: http://www.buddhasbooty.com/podcasts/forthelore/forthelore-035.m4a <----

You can also find a download in the link above this quote.



LINK: http://caelixian.podbean.com/

Quote
Again, touches on many subjects

TeraCast Podcast Inverview

Listen to Episodes 6 and 7 from the link above.
« Last Edit: June 01, 2010, 02:29:52 AM by Zilan Mandel » Logged


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« Reply #1 on: June 01, 2010, 02:05:13 AM »

LINK: http://www.computerandvideogames.com/article.php?id=242577


Quote
Touches on Westernization, the Market, etc.

A new force is emerging in the world of MMOs - created from veterans of Blizzard, Bungie, NCsoft and more giants of gaming.

En Masse Entertainment is focused on 'selecting high quality online games and adapting, refining, and positioning them so they are perfectly suited for audiences in Western markets'.

But can it really do battle with the big boys? Its first big hope is PC title TERA - dubbed 'the world's first action MMO'.

We caught up with En Masse's COO Patrick Wyatt, who doesn't exactly have a bad track record.

As well as being involved in the creation of Warcraft and Starcraft, the Ex-Blizzard man wrote Diablo's multiplayer code, scaled up Battle.net, founded ArenaNet, developed Guild Wars and served as CTO of NCsoft.

He should know what he's talking about, then. Words now...

Q:En Masse's aims seem smart; capitalising on the phenomenon of Korean/Far East MMO popularity for a Western audience. But what makes you think that these games will appeal to a Western audience? Aren't cultural tastes completely different?

A: Cultural tastes vary, but great game experiences can be universal. I actually think Western audiences are pretty receptive to a broad range of game "flavours," and our job at En Masse is to make sure that we refine and enhance the parts that Western players like, and de-emphasize anything that doesn't work well here.

For example, story-as told both in-game and in the lore-doesn't tend to translate well. Even great translators can't correct for different cultural referents. So what you really have to do is identify and use the parts of the story that work, and entirely rewrite other parts, so it doesn't leave you with that "did I miss something here?" sensation.

In regards to TERA specifically, it also helps that the development team [Bluehole] has had an eye on the Western market for a long time. Their last game to ship in the West was moderately successful, but nothing like its immense popularity in Asia. So they've been thinking about how to do better here for a while.

If you've seen the artwork in TERA, you know it's gorgeous. But more than that, it also has quite a Western flavour for a Korean-developed game, with more athletic, masculine-looking male characters, more exciting early level monsters-no rodent and rabbit combat-and a less-grindy, more quest-driven game progression.

Finally, Bluehole and En Masse are working together on a series of Focus Group Tests (our first was in December, with about 300 players) to identify what additional changes need to be made. Unlike a Beta test, where the game is largely finished and most of the effort focuses on game balance and hardware compatibility, the FGT tells us about areas that need reworking. There's still plenty to do, but we have the time and the commitment necessary to make TERA rock.

Q: What criteria will you look for when choosing an MMO that you can repackage for the West?

A: I think the critical factors for choosing an MMO that can succeed in the West are the level of ambition of the project, the fun factor and the willingness of the dev team to make changes for the Western market.

We want to be in the position of publishing games that are going to make people want to line up at stores, which incidentally is not a factor for PC games in Asia, because there's no retail presence to speak of.

We'd like to find games that are bold, innovative, and fun, and we'll work with their dev teams and help them hear the voices of Western gamers. That means we probably won't be publishing too many titles, but the titles we do publish will be worth playing.

Q: What makes Tera such a success in the territories it is currently available in, and why was it the first game to be chosen as part of your new model?

A: The game is not yet available in Korea-it won't be out until later this year. We chose TERA because its groundbreaking battle system will appeal to a wide audience, and the level of influence the players will have over the game world is unprecedented.

The building blocks of a hit MMO are all there, and the refinements we'll add will only enhance an already-great game.

Q: Are you daunted by taking on the likes of Blizzard, Funcom, NCsoft etc? Can you compete with these giants of the MMO world?

A: The game industry is a pretty small place, so many on the En Masse team are former members of those companies, and consequently we have some share in their triumphs and missteps.

Having worked at Blizzard as employee #2 and ArenaNet as a founder, I can personally say that it's only daunting if you stop and think about it. Most days you're too busy working-and having a damn fun time of it too-for it to be a concern.

The great thing about the game industry is that there's no monopoly on fun. If we deliver a compelling product that's fun for gamers, we'll be successful. So our days aren't filled with worry about what are competitors might do, but rather making sure that we're delivering something that's going to kick ass.

Q: How close is the MMO market to saturation in the West? What makes you think you can carve out a place for yourself?

A: I'm not sure whether it really matters to us whether the market is saturated. We're more concerned with the question of whether there are enough players who want to buy -and stick with-our games.

The reason I joined En Masse is because I believe that there is still a huge opportunity for companies that are innovative, quality-focused, and patient, no matter what the competition.

I think that TERA specifically has the potential to do more than carve a niche - I think it's going to hack off a great big bloody hunk of the market. It's got the eye-popping graphics needed to attract attention, but it doesn't end there; the combat system is going to draw from some existing MMOs, but I also think we'll pick up console gamers because of the more visceral, intense action.

Ultimately, if we demonstrate that we can release a high-quality game and support it well, there's plenty of space for us in the market without having to unseat anyone else.

Q: Where will your audience come from? Are you hoping to tempt over existing MMO fans from established franchises?

A: No doubt, our audience will consist of current MMO players looking for something new and fresh, and a fair number of new players looking for a portal into the next big online world.

TERA's groundbreaking battle system is designed to appeal to a broader audience, using the kind of intense, engaging action-based combat players usually only see in action RPG games.

This has the potential to introduce MMOs to those who may have stayed away in the past, and offer console gamers an accessible MMO experience. I think console players in particular are going to be intrigued by this game.

Q: Time for the obvious question: Could this cherry picking from the East lead you to discover the next World of Warcraft?

A: I was the producer and lead programmer for the original Warcraft, and I'm not going to lie: it would be awesome to top World of Warcraft so I don't have to spend the rest of my career labouring in the shadow of a game franchise I helped create.

But I think that WoW's success derives from more than just the fact that the team created an absolutely amazing game experience; it comes from having a world-wide fan-base who have come to trust the Blizzard brand. We don't have that brand yet, but I think we'll move a long way in that direction when folks get their hands on TERA.

Q: How does your experience working at Blizzard help En Masse - what did you learn about growing an MMO audience there that is of value to this company?

A: Back when there were only four of us at Blizzard, we focused on creating quality simply because we loved games, and we loved getting the chance to make them. We'd go back to game features again and again to fix them until they were right - sometimes long after other companies would have called it done.

And while it takes longer to make games that way - and target ship dates are merely wishful thinking - it means that when the game does come out, gamers are going to want to play it. We always knew we had winners because the testers would keep playing after the game was being manufactured, instead of taking a well-deserved break.

In regards to building an MMO audience, you need something new, something familiar and critical mass. You've got to have something new because, if your game just duplicates an existing game, why not keep playing that one instead?

And that's where TERA has me really excited, because of the non-targeted combat system. In an MMO a substantial portion of the play experience is beating up monsters, so making combat more engaging has the greatest impact on game fun.

Instead of just "playing the interface" - selecting a monster, watching meters, and cycling through a palette of spells on the skill-bar-you have to pay attention to the monsters.

You need to be close enough to do damage but prepared to dodge away at any moment, and try to position yourself so that you can do damage to several monsters at once without letting them flank you. It's a pretty high level of interactivity, and I think players will dig it.

You also want to give players something familiar - the MMO genre isn't that old, but there are a lot of things players expect - and because TERA is built by some old hands in the industry, the game has got 'em. And here's an area where I've got to give the TERA developers major props because, while it has a large feature-set, the interface is not overwhelming - it's easy to pick up and play.

'Critical mass' was a term we used at Blizzard to mean, "You can always find someone to play with." If you can't find someone to visit a dungeon, or run a quest, or crush a boss-monster, or try whatever hare-brained thing you want to do, you'll go play a different game.

And over time, the loss of people means that the ones who are left are less likely to find partners too, so it's a self-perpetuating cycle.

Building critical mass means designing game features to bring players together, but it also means demonstrating to players that the development and publishing teams are going to support the game-fixing game bugs and balance issues, providing updates and enhancements, maintaining a high-quality and secure play environment, offering great customer support, and in general keeping the game alive and healthy.

I think gamers in Asia are much more willing to play a game on the promise that the dev team will "get the game there" in the long run, but in the West, we're impatient - we want it now.

We're fortunate because TERA is going to get its burn-in period in Korea to sort out the kinks while we build a Western publishing organisation that can provide the level of support players expect these days.

Will En Masse be looking to launch something that could rival Battle.net?
For the near term, we're focused on releasing TERA, but we have been planning for Web interactivity and some of the other components associated with Battle.net. We'll be providing more details about our Web-services plans later in the year.

Q: Could you one day look to bring some products to console, either via boxed product or XBL/PSN?

A: I think it would be great; I started out as a console developer an eon ago (in game-industry years, which are kinda like dog years). With the advances in technology, bandwidth, and especially hard-drive space, consoles are becoming a much more viable MMO market and one we'd be open to exploring.



Inc Gamers Podcast LINK: http://www.incgamers.com/News/22161/incgamers-podcast-22410
Inc Gamers TERA PvP Article LINK: http://www.incgamers.com/Games/2317/News/22153/teras-pvp-duelling-group-duels-and-more


Quote
Again, touching PvP

The senior community manager for upcoming fantasy MMO TERA, Evan 'Scapes' Berman, took some time out to chat with IncGamers yesterday about the highly anticipated game.

While talking about what TERA has over existing MMOs, we touched on the “all action no faction” aspect of the game, and asked what that meant for PvP, an important part of most MMOs.

“PvP's going to be something that we can detail a little bit more as we reach the E3 part of the year, but what I can tell you now is that we know it's going to be a major element of the game.” Scapes assured us.

“It's something that is currently in development so I don't have too many details on it, but what is currently in the game are basic duels which allow you to call up someone who's in front of you, nearby or a friend, and you can duel right there.”

That's pretty standard for your average MMO, but apparently TERA has a little more to offer:

“Other simple level PvP will also be group duelling where you can gather people, fight another group of people and it's again just instantaneous, emergent PvP. Grander scale PvP like battlegrounds or ladders and such, these are things we're going to be able to detail as we get closer to the game's launch, which is currently winter.”

TERAFind out what else Scapes had to say about TERA in our podcast which goes up later today, (Update: find it here) where he talks about features that just might draw gamers away from the MMOs already on offer.


LINK: http://teraonline.info.pl/node/148


Quote
Pre-FGT2 Interview

Here are some questions we had, answered by EnMasse Entertrinment Please note that those questions were asked before FGT2 started, and before recent changes to the website.

Hello Jason!
First of all i want to greet you from polish TERA community, and thank you for devoting your precious time to answer our questions. We have so many of them, i don't know where to start! OK, there they go - I hope you can answer them with a little help from your colleagues.

Q: It is very kind of you that you have such good contact with the community, that you listen to suggestions and critiques, but that also raises some doubts. Some ideas seem brilliant on paper, but after they are introduced into the game they can disturb the game balance in an MMO. Aren't you afraid to introduce disparities in a game as a whole during westernization process?

A: We’re very lucky at En Masse to have a great team of industry veterans, including writers like Dave Noonan and Marti McKenna who have extensive game design and writing experience. Our other staff members come from Blizzard, Bungie, BioWare, Xbox Live, and other first-rate game companies, and have worked on a number of major MMOs and other top-selling titles. Opening the Westernization process to input doesn’t necessarily mean that every bit of feedback will be used—it just means we’ll be listening and evaluating, and then adjusting our development process so we’re inline with players' expectations and hopes for the game. Our team has a great deal of experience and will do everything possible to ensure TERA is the best game it can possibly be, without any game-breaking elements. After all, who wants to play a broken game?

Q: How different will the Western version be from the Korean version or TERA? Is it only a matter of localization, quests and other cosmetic changes, or can you also introduce changes in the mechanics and game systems? Are changes introduced by En Masse on the western versions will be local only, or will part of them be common for both versions of the game? For example: is adding additional starting location possible?

A: The Western version of TERA will differ distinctly from the Korean version. There will be additional lore and quests, location and NPC names will differ, and there will be other cosmetic changes, too.

We're still determining how much the two versions will differ in terms of game mechanics. Our input is helping to influence the game’s development in Korea, and mechanics will likely be very similar, but not identical.

The starting location will very likely remain the same.

Q: Because low latency is much more important in TERA than in games with targeting, are you going to introduce more data centers than one for US and one for Europe, so gamers will have close to the servers (close in terms of network traffic) resulting in low ping? This is important to many gamers all around the world, especially to Australia and Oceania players, as they tend to have a much worse connection.

A: This is one of the biggest challenges we have to tackle at En Masse, for the reasons you cited. We haven’t finalized our server structure yet, but we’re definitely looking into multiple data centers around the world to reduce lag as much as possible.

Q: Because En Masse is generally against using proxies and tunneling by third party companies to prevent hacking and botting, are you taking into consideration establishing your own tunneling network so gamers can connect to the local gates that would relay communication by custom connections with TERA servers?

A: One of our staff members, Markus Schweig, is a veteran architect of Xbox Live. One of his main roles here is to optimize our server structure, so he’ll be responsible for whatever solution we decide to implement and making sure it kicks butt. We haven’t decided on specifics yet, and likely won’t for a few more months as we’re exploring a variety of solutions right now.

Q: Have you been thinking how will servers be divided? Will there be division by US/EU only, or will you introduce national servers, like German/Polish/Russian, etc. Will there be a way to play with our overseas friends? Are you planning some account services like character move?

A: We’re still finalizing this, but our current plans include divisions in the US and EU. We’re definitely considering adding account services like moving characters.

Q: What languages are you planning to release TERA in? I know Korean and English for sure, but other than that?

A: We plan on French and German versions, too, although the final language list is still being determined.

Q: When can we expect beta tests in Europe?

A: These will occur at the same time as beta tests in North America. Which is to say, sometime later this year.

Q: Who will distribute TERA in Poland? Will games and time cards be easily available in Eastern Europe? You are going to use some kind of time cards too, right? Credit cards are not widely popular here. Are you considering more payment options?

A: We have not signed a distributor in Europe or Poland yet—but we’ll make an announcement when we do! We’re very sensitive to the needs of players outside of North America and realize credit cards are not as popular in other regions as they are here, so we’ll take that into account when we set up distribution in those areas.

Q: It is a shame that Korean site is blooming with activity and new stuff, while western site seem so stale. When will you make western site moving? What are you plans for that website?

A: We just made a major behind-the-scenes update to TERA-Online.com, some of which can already be seen on the site (the removal of the Flash elements, for example). We will continue adding improvements—the next on our list is a blog, which may or may not be live when you publish this. After that, we intend to expand the lore section of the site considerably, adding articles and fleshing out the World section. The entire site will relaunch closer to the release of the game.

Q: When will we be able to see all combinations of race/gender/profession in character selection? FGT2 possibly?

A: Not in FGT2, no. Possibly by FGT3, although it's more likely that it will be the first Beta.

Q: What are your personal preferences in terms of race/class? Who do you like to play best? Please include answers from You, Brian, and a couple more people from En Masse if possible.

A: I like the High Elf sorcerer and the Baraka slayer. Brian prefers berserkers and slayers, and Evan prefers the Castanic warrior.

Q: As we are avid Popori fans, can we count on making this race even more influential in game world? Popori for the win!

A: Our “all action, no faction” tagline sums up our view of races: there won’t necessarily be one that’s more influential than the other. That being said, the Popori will have a rich and diverse backstory that we’ll be fleshing out in months to come!

Q: Again a question about Westernization. There has been some discussion on different forums about holidays. Are you going to introduce holidays in TERA? Will they be just a copy of our earth holidays totally not fitting the lore like in other games? Christmas and Easter seem so out of place in fantasy worlds which didn't have Christ, but have pantheons of different gods. Yes, we love holidays in games, but please make them fit game lore. Having Christmas in Tera would be so counter immersive.

A: We like the idea of running themed events around real-world holidays, but also agree that holidays outside of the lore are counter-intuitive. Rather than a specific Christmas event, we may do a winter celebration—something that would fit the lore but not necessarily reference something outside of the game’s world.

Q: On every occasion you tell us how the political system will be great in TERA, but there were never any info even remotely describing plans for it. So, what is that political system about? Will it be dependent on PvP? If yes, then what about PvE and PvP server differences?

A: We’re going to discuss the political system more after E3 and beyond. We’re still putting the finishing touches on the system, and we don’t want to leak too much, too early. However, I can share that it will be heavily dependent on guilds and groups, so PvP players will probably find something very much to their liking in the system.

And some extra questions from our readers:

Q: Will we be able to meet your characters in game during FGT2?

A: Yes, En Masse staff members will be playing during FGT2, and probably asking you guys questions, as well!

Q: Can't you just make TERA available sooner? It seems so good as it is. We are so eager to play!

A: We want to make the best game possible, and the best things in life aren’t rushed. OK, most of the best things in life aren’t rushed.

Q: There is a lot of concern about PvP and PvP vs PvE rule-sets. Can you shed some light on that matter? Will the 5 second rule be on PvP servers too? Will PvP servers have instances? Please tell us as much about it as you can.

A: We’re still finalizing a lot of these mechanics, which is why we haven’t shared them in-depth yet—they’re still subject to change. I can say that the major difference between server types will be that PvE servers will not have world PvP, while PvP servers will. Both server types will have instances, and the instances will be identical. Because we’re still finalizing details, the best thing to do right now is to hop on our forums and let us know what you think.

Q: After seeing spreadsheet with character classes stats circulating over the Internet, it seems that balance is greatly skewed towards Warrior. That is disturbing us, especially in PvP terms. Why is the Warrior favored so much?

A: First of all, don’t take anything you see coming out of the CBT3 in Korea as anything approaching final. There will be a lot of changes coming out of that test, and stats are very much subject to change. Secondly, sorcerers totally own warriors, so don’t worry.

Q: Thank you for your time, and we hope that answering those questions didn't take too much of your precious development time. You know we just can't wait to play TERA! It looks so promising...

A: No worries, and we’re happy to help! Thanks for your interest in TERA!



LINK: http://www.terafans.com/topic/2508-you-asked-here-are-the-answers/


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General Q&A

Gameplay

1. Are there any plans to add more equipment slots, like capes or helmets?

We're taking feedback from the FGTs and Beta tests into consideration, and this is something that people have repeatedly requested. Watch for more information about this in the near future!

2. Will there be any way for players to customize the look of their armor?

Again, we've seen a good deal of feedback about this from tests. We'll be adding additional armor with more variety, and we'll get more specific about this in the future.

3. What can you tell us about the mount system?

The mount system is still under development, but we want to make it a milestone in your characters' progression. We want the mount to be fast and exciting for players, and we're working on the exact balance and speed increase right now.

4. What can you tell us about the political system?

The political system will shape each server's community in a new and unique way. We'll discuss this more as we approach launch.

5. Are pets (both combat and non-combat) being developed for TERA?

We can't really talk about pets yet, but we've got several options on the table.

6. Will there be large scale siege warfare in TERA? If so, what is the plan to optimize this content in terms of avoiding lag?

Right now our focus is on PvE content and character balance. We have battlegrounds for users to participate in PvP combat—and, of course, on the PvP servers, players will be able to participate in large-scale conflicts between opposing guilds.

7. Players were concerned by the strength of knockbacks in TERA. Are there any plans to make it so that players can get themselves out of a knockback status?

We've already added skills that jump players out of a knockback status. For example, warriors can spin up from being knocked down and cause damage to all enemies surrounding them as they do so!

8. Will quests follow a dynamic and interesting storyline? What can you tell us about the story of TERA?

TERA's main storyline is revealed as your character progresses through the game. As you take on quests and interact with NPCs, you learn more about the world's lore and experience deeper and deeper layers of the story. We'll discuss lore in more detail in the coming weeks, so keep an eye on our website!

9. When leveling, will players be able to choose between several different zones with quests and mobs for their level range?

Yes. This helps give players a choice in content, and also adds a high level of replay value.

10. Will there be flying mounts included at any time? (Not including the taxi service, flying mounts that players control!)

There are no plans for flying mounts at this time.

11. What can players expect from TERA's end-game content?

Tera's endgame will involve the full spectrum of things you expect from an MMO, including battling in dungeons with PvE instances; taking to the battlegrounds to fight for honor; working the economy with crafting, enchanting, and playing the market. In addition, players will be able to influence the history of each server by participating in the in-game political system. TERA also understands the importance of alternate characters, so you will see some goodies for the altaholics out there!

Misc.

1. Will TERA receive global updates? Will there be a delay across different versions of the game?

It is every developer's dream to have a global simultaneous release, which minimizes a ton of work in supporting different branches of code, but there's also the reality of localization time. We will work to minimize this delta as much as possible, because it benefits everyone.

2. Will TERA support add-ons?

Right now our focus is not on UI but on the action in the middle of the screen. We're looking into ways of supporting fan contributions to TERA, but we haven't decided on anything concrete yet.

3. What measures will En Masse Entertainment take against players using third-party programs and buying/selling in-game currency?

We believe that security is an essential aspect of any successful game, and equally as important as game balance or the combat system.
We have a ton of things planned to help us stay ahead of the criminals looking to ruin the game experience, but we recognize that it will be an ongoing fight.

4. Are there any plans to include a specifically-tagged roleplaying server at launch?

A roleplaying server is something we'll consider, but hopefully players will take it upon themselves to roleplay their characters, regardless. ?

5. Will TERA launch with an Oceanic server?

This is something we'll consider closer to launch.

6. Will the NA and EU servers be released at the same time?
This is our current plan, yes.

7. Will TERA release with 24-7 in-game customer support?

We will have customer service staff available 24 hours a day, 7 days a week.

8. How many betas are planned for the West? How will beta keys be made available?

There will be a few rounds of Beta tests planned for the West on various scales. We'll let the community know about availability of Beta keys when we're a little closer to starting them. Our fans will definitely be the first people we think of when we're handing out our Beta keys!

9. Can you explain what the exact difference between PvP and PvE servers will be in TERA?

PvP servers will allow for open world PvP; when you're out in the field, you're at risk. PvE servers limit that risk to consensual activities like duels, battlegrounds, and some other neat features we're working on. (Those consensual activities are available on PvP servers, too.)


LINK: http://www.tentonhammer.com/node/82768/page/2


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Ten Ton Hammer "The 800lb Gorilla: INdustry Insiders on Living Large in a WoW world." TERA section of the article

Chris Lee
Publishing VP, En Masse (TERA) ™

It’s true to an extent, that gaming is a big business, however it’s a business that marries technology, art, creativity and user interaction. Many of these attributes are hard to quantify and predict, which can create a level of chaos many big business types are uncomfortable with. I believe the dilemma, as you have pointed out, is that the industry is faced with chasing success or taking a huge risk. But it isn’t quite as simple as that, the path to success in the MMO market is filled with obstacles. For example, a risk that MMO creators face that console developers don’t is that consumers have strong social ties to their primary game, creating a significant switching cost. So even if your product is “better,” you still might not overtake existing products. When there is an incumbent in a competitive social space with a large share of the market, it presents a particularly daunting challenge for new products. The good news for gamers is that this kind of market condition fosters competition and encourages differentiation and innovation.

    "I personally believe the industry needs to move past the notion of besting World of Warcraft, and that some developer needs to step up and bring us something truly new. However, do you think that can't happen if revenue is the number one goal?"


I agree with you, and from a business perspective for the company willing to take a risk and to pioneer “the next big thing,” the rewards are substantial. To repeat an existing formula, the upside is only marginal. So it’s about risk tolerance vs. bottom line management. The way we see it at En Masse, you can attempt to mitigate risks and follow the crowd or you can offer something different and both pull players who are bored with their existing library of games and grow the market by attracting a new audience. Ultimately gamers will have the final say on what direction the market goes, by voting with their dollars they support innovation or drive product sameness.


LINK: http://tera-online.com/forums/showthread.php?t=2121


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TERA Community forums Q&A about what a "FGT" is

Q: Is an FGT a Beta test?
A: The FGT is not a traditional Beta test. As the name implies, it is similar to a focus study group – we’re looking for specific feedback about specific areas of the game to help with the Westernization process. Therefore, players may not be able to explore the entire game, and we’re looking not so much for technical feedback about bugs as we are feedback about gameplay and content.

Q: How long will the FGT run?
A: FGT2 will run at specific hours for approximately a week.

Q: Will you have future FGTs?
A: Yes. We will also be pulling people from the application pool and asking for small-scale testing for specific things moving forward. For example, we may need 25 people to test a specific quest or location, or 1000 people to test other gameplay elements. These sorts of tests may occur on an ad-hoc basis and therefore may have very little warning, if any.

Q: What if I’m not selected for FGT2?
A: Good news! Your application is in the pool and we’re aware of your interest in TERA. Everyone who applied will go into a database, and may be selected for some of the smaller-scale tests above. If you don’t make it into FGT2 or future FGTs, don’t worry – there will be plenty of other opportunities to offer feedback, including a more traditional Beta testing cycle later in the year.

Q: How many people will be selected?
A: It depends on how many people can actively play the game for the duration of the test. We’re taking into account that some selected applications may choose not to play, or not be able to play during the time allotted for FGT2.

Q: How are you selecting people for FGT2?
A: We’re selecting people based on a number of factors. The most important thing is the quality of the feedback we expect to receive. Other factors will include location, type of computer, MMO and other gaming experience, and the kinds of things we’re specifically going to be testing in this FGT.

Q: Are you only selecting community members?
A: FGT1 testers are automatically selected. Additionally, participating fansites have been allotted a certain number of slots for their members. After that, we’ll examine applicants based on the criteria above. Preference will be given to community members who we expect to give quality feedback.

Q: Will there be a database wipe between FGTs?
A: Yes.

Q: Will the FGT1 game client be updated?
A: No, you will be required to download a new game client.

Q: Where will FGT2 participants be able to discuss the game?
A: A limited-access subforum will be created for exclusive use by FGT2 participants.

Q: How long will FGT2 run?
A: This will be announced at a later time.

Q: Do FGT1 participants need to identify themselves in their applications?
A: Not necessary. We know who you are.






LINK:
http://www.terahispano.com/joomla/component/content/article/1-latest-news/177-02052010enmasseentrevista


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Touches heavily on game security

Spanish TERA fansite, TeraHispano.com recently had the opportunity to interview En Masse Entertainment COO Patrick Wyatt about security on TERA and TERA productor Sam Kim about TERA gameplay.

Concerning security on TERA, answered by En Masse Entertainment COO Patrick Wyatt:

Q: Greetings from TeraHispano.com, Pat! First of all thanks a lot for your time and for answering our interview questions. How is everything at the moment in the TERA camp?

A: Thanks for the opportunity to talk to TeraHispano’s fans, Nestor. It has been busy at En Masse Entertainment over the last few months. When we opened the Seattle office in November last year there were only four of us, but we’ve grown dramatically since then--we have 32 people working at En Masse! Now that we’ve brought aboard so many talented people, we’re making preparations for the launch of TERA.

Our most recent effort was preparing for the second Focus Group Test. Unlike a beta test, where users are playing a mostly-complete game and providing feedback about hardware compatibility and server scalability, the Focus Group Test gave several hundred users the chance to play the game early enough in the development process that the dev team will be able to listen to their feedback and then make substantive changes to the game.

Q: I´ve read a lot about your point of view about MMOs security. Let’s talk about this first. Gold farmers and game-fraudsters earn about 1-10 billon dollars annually. With TERA in the eyes of a lot of people (and growing) I think you should know TERA will be focused by these "cybercriminals". Are you conscious of this?

A: We’re very much aware of the problems caused by cybercriminals in other online games; given the enormous amount of money that they can generate by gold farming and stealing game accounts, then selling game gold for real-world money, it’s no surprise that they’re already looking into TERA. While their interest does validate the growing excitement for our game, we know that online crime is a critically important problem to solve, and that we have to do much more than other game publishers have done in the past. Players have already seen that simply pulling out the “ban-hammer”—as publishers have done for many other games—is an ineffective solution.

We have a lot of work to do to ensure that our game has a high-quality play environment free from chat-spam, account theft, purchase fraud, phishing, scamming, and all the other nasty behaviors that criminals use to make money. We don’t have these mechanisms in place yet because we’ve been focused on creating an excellent gameplay experience first. That said we know it is a critical area for us to innovate before we launch to ensure that gamers have a great experience playing TERA. Just so no one gets alarmed by that statement, we won’t be using GameGuard or its ilk.

Q: Gold farming is one of the big hacking problems. Aion had it continuously and nobody seemed to be able to anything about it. Will we see this kind of problem in TERA?

A: It is essential that we address gold farming. As a person who helped launch Aion while at NCsoft it was incredibly frustrating to see the scope of the problem as it already existed in Asia but not to be able to convince the development team to do more before launching the game in the West. Ultimately, the decision on how to tackle the issue rested with the development team; unfortunately for players, their solution wasn't very successful.

I think we’re in a much better position to address this issue in TERA. First and foremost, the TERA development team has a lot more experience developing MMOs, and they’ve seen how hackers have targeted their previous games. They’re receptive to novel ideas to solve the problem, and they realize that it’s necessary to have time in the schedule to build solutions. There won’t be any one “fix” that will eliminate gold farming. Instead, we have to look at a whole range of solutions: creating a strong account system, enabling players to use two-factor authentication, eliminating chat-spam and URL broadcasting related to gold farming, targeting gold farming behaviors using analytics, identifying fraud rings, and other more radical ideas in gameplay that could reduce the “demand problem,” since it is the players' desire to purchase gold that is the underlying cause of the problem.

Ultimately, if users want to purchase gold, they’ll find a way to do it. The U.S. “drug war” hasn’t stopped people from buying drugs, it merely causes fluctuations in the price of those drugs and the amount of crime and violence that people are willing to commit to buy and sell drugs. If we only try to attack the problem of gold farming by detecting and blocking the gold farmers we will not be effective in stopping that behavior and all of the problems that go with it, like chat-spamming to advertise gold-buying sites, purchase fraud, phishing, and account theft.

The two most interesting solutions I've seen are “Pilot’s License Extensions” (PLEX) in EVE Online and Sony’s experiment with “secondary-market” gold selling on the Vox and Bazaar servers in Everquest.

Q: Will TERA allow users to trade items for real money, like Sony did for Vox and Bazaar?

A: Selling gold and items for real-world money (known as “RMT” for Real-Money Trading) is something that we’ve discussed internally as we brainstormed solutions to gold farming and its attendant problems, and I think it will be interesting to hear what TeraHispano users have to say about the idea after reading this interview.

To provide some background, there are really two kinds of real-world money trading: primary markets and secondary markets. In primary markets, the game publisher sells gold and items directly to the gamers. "Free to Play games" (or more aptly named "micro-transaction games") utilize this system. In secondary markets, players trade with other players for real-world money, whether that behavior is tolerated by the game publisher or not.

There are many users who hate the thought of having game publishers sell gold and items for real-world money (primary markets), and we agree: it’s a bad idea. On the other hand, there are a great many players who are positively inclined to buy with real-world money because they’re already purchasing gold and items from professional gold farmers. Just Google for “buy game gold” along with the name of your favorite MMO and tell me there isn’t a ready market.

Players purchase gold for what many would consider to be acceptable reasons: they want to keep up with friends who spend more time playing; they want to focus their efforts on a part of a game they enjoy, like raiding, rather than harvesting components for raids; they want to play the high-level game with a different character class and don’t want to start from level 1; they lack play-time and want to achieve a goal more quickly; and other similar motivations. Some of those goals can be solved by good game design; for example, TERA allows players to give points to their alternate characters so they can level them more quickly than they did their first characters. Other goals are harder to accommodate, and I think that’s where gold purchases have fulfilled a useful function for some players.

The reality is that whether publishers sponsor secondary-market real-money trading or not, it is so difficult to stop that it will always exist at some level. I personally believe that a player-controlled market using real-world money is far superior to players purchasing gold and items directly from the publisher because it keeps players in control of the online economy: the only items that get sold are ones that players find. And a publisher-sponsored secondary market is better than ceding the secondary market to professional gold farmers because those gold farmers are willing to destroy the game environment in their zeal to earn money.

Q: Griefing is one of the problems created by hackers. In an open world like TERA, is it a problem that will be more marked? Would you mind giving us any example on how to avoid this kind of hacking?

A: Griefing is a terrible problem in gaming because the primary motivation of griefers is to make other people suffer! When designing a game it’s necessary to think about how each and every feature in the game can be abused and how to minimize that abuse. I think it's safe to say that every game designer on every MMO faces the dilemma of watering down cool ideas in order to prevent their abuse.

It’s hard to characterize how to stop griefing because it pervades every aspect of game design and operation; there’s simply no feature in a game that griefers won’t find a way to exploit if the designers haven’t done their work. For example, in Ultima Online, if two players tried to occupy the same location, one would get “bumped;” in dungeons it was possible for griefers to “bump” other players so they would fall to their death in a pit. The tragic thing is that this same type of bug existed in Age of Conan, released over ten years later. “Good times with a horse” (http://www.youtube.com/watch?v=s-rl3RPC_Mw) shows players getting kicked off a cliff by a griefer who is presumably having a wonderful time.

I think the best way to minimize griefing is to hire designers who have previous experience with the problem, and may, in fact, have been griefers themselves!

Q: Do you consider that meta-griefing will be a problem when TERA is released? Will TERA have its defenses up on launch day?

A: In my Game Developers Conference presentation (http://www.slideshare.net/EnMasseEnt/developers-vs-cybercriminals-protecting-your-mmo-from-online-crime-3589535) I used the term meta-griefing to describe what griefers do to hurt many players at once. Take, for example, a bug that was discovered in both Guild Wars and Aion where it was possible to send a particular string in chat that would crash every other game client who received the message. I’m sure the griefers had fun with that one.

Our development team needs to be prepared to face an onslaught of attacks upon launch day because, while most players are trying to be the first to reach the end-game, hackers are racing to see who can exploit bugs first.

We’ll perform pre-launch security checks, including fuzz-testing, tiger-team attacks, and code review. Games are large and complicated, though, so it’s almost inevitable that a bug will slip through. Ultimately, being prepared to respond to bugs quickly is the best defense against unanticipated problems post-launch.

We’re fortunate here in the West in that TERA will be released in Asia first, which means that we’ll get a version of the game that has been battle-tested before its release here.

Q: What are you going to do if you know that some websites are selling gold or TERA items? And for those users who sells their accounts via eBay?

A: Preventing players from trading for real-world money is a very difficult problem; most MMO companies have tried working with eBay and other online trading sites to reduce gold selling, but it hasn’t driven the problem that far underground. As I mentioned before, I only need to search online to find hundreds of sites selling gold for whatever game I happen to be playing.

One interesting idea championed by the designers of EVE Online is called PLEX. In EVE users pay a monthly fee to be a starship pilot. The idea behind PLEX, or “Pilot’s License EXtension,” is to enable players to trade gold for play-time; a PLEX-pass allows players who use it to extend their subscription by one month. So a player with money but not so much time—like a dad with four kids—can purchase PLEX to trade inside the game, and a player with plenty of time but not so much money—like a high-school student—can trade game-gold for another month of playing the game. By creating a mechanism for players to exchange gold for play-time, the EVE designers are able to anticipate the demand for game-gold through a mechanism that rewards real game players over gold farmers, because gold farmers don’t want more play-time, they want real money. It’s a brilliant solution to the problem, and one of the potential solutions to gold farming we’ve discussed at En Masse. Folks who are interested in learning more about PLEX can read a detailed article on eveonline.com (http://www.eveonline.com/devblog.asp?a=blog&bid=684). Note that “gold” in EVE Online is called “ISK.”

There are almost 500 L2 private servers (if not more), almost 30 Aion private servers operating now. Do you think NCsoft is conscious of this? If so, why not do anything? Incidentally, there are also about 10 WoW private servers.

All MMO publishers are aware of the problem of private servers, where criminals are charging money for access to servers running stolen game code or binaries; the challenge is that it is hard to do anything about those servers when they reside in countries where intellectual property rights aren’t protected. There really aren’t any viable solutions to the problem once the game’s source code or server binaries have “leaked” to the outside world.

All I can say is that I’d encourage gamers to make the ethical choice to support game developers who build the products they like to play, and not give money to the criminals running stolen game code on their private servers.

Q: Do you think there will be TERA private servers in the following months of its release date? What are you going to do if you know the existence of a TERA private server?

A: We certainly hope we’ll be able to keep TERA secure so that private servers aren’t available for the game, but as evidenced by the number of private servers for other games and high-profile events like the theft of the source code for Half Life 2 from Valve Software, maintaining a high level of security is a difficult and never-ending challenge.

Thanks a lot for your time and I hope we will keep in contact in the future.

Thank you for the chance to talk about game-security. I hope it's an interesting topic for your readers, since game hacking is a growth industry. And thank you for building a Spanish-language destination for TERA fans, Nestor; I hope you’ll have great success. The folks here at En Masse—myself included—are looking forward to any feedback that you and your readers have to offer!.

Concerning Gameplay, answered by Sam Kim - TERA producer:

Q: Will you include more weapon and armor slots? Feedback has indicated people would like more of them.

A: We’ve heard the exact same feedback! We’re going to be making a few changes to equipment, including the number of weapon and armor slots.

Q: Channels are a controversial element of TERA for some users. Can you explain their use in TERA?

A: Channels are something we’re using to help control server stress and traffic in the testing phase of the game. They will be a must-have for launch as well, but once server populations stabilize they will be toned down or phased out entirely.

Q: Will be there different starting zones for every race?

Each race has its own “home,” but currently all players start on the Isle of Dawn. We’re currently investigating ways to make playing each race a different experience.

Q: There is not much info about the Party Distribution System. Would you mind giving us any info?

A: Feedback about the party experience was one of the key pieces of information we were looking for from the second Focus Group Test, specifically with regard to loot distribution. Partying is clearly something that needs a little work, so we’re going to find ways to make the party experience easier and more fun, and give parties a variety of options for distributing loot amongst themselves.

Q: Will players have the option to customize clothing and armor?

A: This was a key piece of feedback in the recent Korean Beta Test, and something that was reflected in the local Focus Group Test as well. We can’t announce anything final but it’s something we’re going to explore.

Q: Sieges in TERA: Will be there Castle sieges and defense castle sieges? What will they be like?

A: There are no castle sieges planned. There will be a Battleground system for consensual PVP, and servers dedicated to world PvP, and we fully expect (and hope for) large-scale battles to be something that players will participate in.

Q: Will be there any unique race skills?

A: No.

Q: Crafting in TERA: What will it be like?

A: We’re still finalizing the balance of the crafting system in TERA. We want it to appeal to all users, even those who haven’t made crafting a major part of their MMO experience before, but to reward the hardcore crafters as well. We’ve got some pretty fun ideas that we hope will appeal to both audiences!

Q: We saw that the Elementalist class has disappeared and has been replaced by the Mystic. Will it be a completely new class or is it only a rename?

A: The Elementalist is now the Mystic, which better describes what the class does and the role it performs in the game.

Q: What kind of remunerations will we earn in Battlegrounds?

A: We’re not talking about this much, only because we haven’t finalized it yet. There will be a lot of incentives for players to engage in Battlegrounds, some of which may be a pleasant surprise for longtime MMO players.

Q: Concerning characters customization: Will players be able to modify their character’s size?

A: Nope--races will all have standard sizes.

Q: Will there be "one weapon per class" or will players beable to use more than one weapon for a class? For example, could a Lancer use a lance and a sword?

A: Classes are tied to weapons, so no. There is an outside chance this could change though, as we heard a lot of feedback about this in the Focus Group Test.

For Spanish people...:

Q: Will there be a Spanish-language version of TERA?

A: We’re planning on launching TERA in English, French and German but that list isn’t final and is partially dependent on who becomes our distributor in the EU. Stay tuned.

Q: Concerning TERA’s official servers...will there be an exclusively Spanish server or will be there EU servers with some recommended for Spanish players?

A: We’re still finalizing server plans both in North America and the EU. Very likely we will have a recommended server rather than an exclusive server just for Spain.



LINK: http://www.teragamers.de/phpBB3/viewtopic.php?f=11&t=159#p2341


Quote
Touches on equipment/character customization


Q: We heard rumors about a new character creation system with more individualization options, like the body frame and so forth. Can you tell us anything about this?

A: We are looking to improve the character creation system, and we’re exploring various ways to provide greater options for customization and individualization. We haven’t yet disclosed full details around the features we plan on implementing, but some of the things we’re exploring include accessories, hair colors, distinguishing features, and faces.

Q: What can you tell us about the PvP system?

A: What can I say that hasn’t been said before? ? I’m sure you know that there will be PvP servers, with world PvP, and PvE servers with consensual PvP. One thing you might not know too much about yet is the Battlefield system. This system has been designed to be scalable—everything from pickup skirmishes to guild-on-guild frays.

Q: Are there plans for special PvP Equipment?

A: Not necessarily, but it’s something we’re considering.

Q: Can we expect innovative quests, something other than ‘Kill X monsters’ or ‘bring an item to a place?’

A: Yes. In fact, we’re currently expanding our quest library and variety significantly. We want to build and implement more “next-gen” quests that engage players beyond “kill x monsters.” This includes quests with arching storylines, unique objectives, and better methods of engaging the environment. For example, a player might be tasked with subduing, capturing, and then escorting an NPC instead of killing it and collecting Y items.

Q: Will there be any "Epic" weapons and armor?

A: There are several tiers of item quality in the game, ranging from normal to legendary. These items range from common to extremely rare, and can be obtained from quests, crafting, dungeons, and more.

Q: Fans have indicated they want more variety among the weapons and armor. Are there plans to expand the variety?

A: The short answer is yes. This was something we suspected going into our Focus Group Test 2, and the data from that test confirmed it. We plan to introduce a much wider variety of weapons and armor, with many different looks.

Q: How do you plan to make high-level equipment look special? Glow effects, or something else?

A: We think that it's important for the player to reflect and feel their progression through the awesomeness of their gear. This could include equipment textures, particle effects, color, and much, much more! We want to hit a nice combination of "cool" and "unique" for those players with high-level equipment, and we’re exploring a number of ways to accomplish this, not only in appearance but other areas as well.

Q: At the moment the characters don’t show equipped jewelry. Are there plans to change this?

A: As we mentioned previously, based on feedback from our Focus Group testers, character customization and appearance is an aspect of the game that players feel very strongly about. We’re exploring ways to build and improve this area across the board, from character creation to character equipment. We are making a lot of changes based on player feedback, and we look forward to revealing those changes!

Q: How many characters will each player be allowed, per account?

A: We’re exploring this, but currently it is set at six characters per server, per account.

Q: Will there be any weather effects like snow or rain? Or seasons? Or plans for permafrost areas?

A: Weather systems and seasons won’t be a part of the game initially, but could be added at a later time. There are "icy" areas of the game, yes.

Q: What about a day/night cycle?

A: No; this is something that is defined by area.

Q: Will there be any special solo leveling areas?

A: Yes. We want players to be able to reach the maximum level through solo play if they prefer to play that way.

Q: What about (castle) Sieges? Is something like this in the works?

A: There won’t be sieges, but the Battlefield system allows for large-scale battles between guilds.

Q: What about a mentor system?

A: Community engagement is very important to us and, judging on feedback from our players, important to our players as well. We’re focusing heavily on building features that facilitate player-to-player interaction/engagement, and mentoring is but one of the many things we’re exploring.

Q: TERA will be at Gamescom 2010 in Colonge. You will need German staff there. So can we expect that we will have our first German community manager really soon?

A: We will be at Gamescom, yes! Supporting our EU players is important to us, and a key part of that is supporting our EU community. Building a dedicated staff is essential to supporting our players, and we will be disclosing more information about this later in the year.

Q: Will there be an official fansite in each language?

A: The official TERA website will be in each language in which TERA will release. We’re not in the habit of naming any fansite the "official fansite," but we’re happy to work with any fansite in any language!


------------------------------

And that's everything. So if you hear anything that contradicts ANY of this. It's pure speculation, or a lie.
« Last Edit: June 01, 2010, 05:12:03 AM by Zilan Mandel » Logged


Zilan Mandel
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« Reply #2 on: June 01, 2010, 05:12:53 AM »

EIDT: Added 2 more interviews at the end of the second post. No idea how I forgot them, but I did, lol.
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« Reply #3 on: June 02, 2010, 02:04:35 AM »

I didn't read it all but it'll be good reference for later. Smiley Thanks. Tongue
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Aziel - Chanter | Azielle - Cleric | Lanaia - Templar | Azlei - Ranger | Aziela
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« Reply #4 on: June 02, 2010, 03:29:52 AM »

Yeah, I need to revise it. I did a better version on the official forums.
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